1998 I/ITSEC
TABLE OF CONTENTS

Policy and Management

Simulation System Verification And Validation: The Program Management Perspective

Designing Governement systems for Day-One Job Performance

Program Management Of A Complex Simulation Program Lessons Learned From Stow

Developing an Automated Documentation Environment

Advances In Knowledge Management An Information Technology Viewpoint

Alpha Contracting: Streamlining Procurement Through Partnership

The Technology Transition (Crada) Process… Experiences From The C-130h2/H3 Ats Program

Working Smarter: Training And Simulation Developed Through Collaboration

Focusing System Development Efforts: The Requirements Definition and Management Process

Optimising Specialist Military Training Advice Within The Procurement Cycle

Immersive Simulations For The Individual Soldier: Do We Need Them?

Modeling And Simulation

Intelligence Modeling And Simulation: A Complete Systems Approach Is Needed

Transition To The Objective C4i Modeling And Simulation Environment

Data Certification In Modeling And Simulation (M&S) Verification And Validation

Product Development Framework To Support Simulation-Based Engineering

Data Dictionary Support For High Level Architecture (Hla) Object Model Development

Expanding Role Of The Functional Description Of The Battlespace (Fdb) In The M&S Community

A Taxonomy Of Multiple Federation Executions

Lessons Learned From Human-In-The-Loop Trainer Hla Implementation

An Hla Theater Missile Defense Four Pillar Federation

A Realtime Simulation Benchmark Suite For Testing Low Cost Visualization Systems

Fully Immersive Team Training: A Networked Testbed For Ground-Based Training Missions

A New Technique For Design And Modeling Miles With Increased Weapon Simulator Fidelity

M&S Tools For The Jtf Command And Staff: Enhancing Mission Analysis And Training

Cost-Effective Simulation Of Enemy Forces Through 'Effects-Based' Wargaming

Training and Simulation Systems Development

Development Of A Modular, Immersive/Semi-Immersive System For Simulation Of Ship-To-Shore Causeway Lighterage

A Personal Computer-Based Multimedia Submarine Ship Control Simulator

Training Rov Pilots With A Ve-Based Intelligent Tutoring System

Integrating Legacy Training Assets Into Distributed Mission Training (Dmt)

Designing Experiment Simulators For Distributed Interactive Simulations

Planning And Conducting Successful Joint Integrated Simulations For Spacelab Missions

Jsims: Words To Actions

Cross-Contractor, Cross Discipline Software Integration And Product Development

Simulation Composability For Jsims

Next-Generation Individual Combatant Instrumentation For Training In Urban Environments

Future Training Workloads In Live Simulations

Deployable Air Combat Training In A Live Entity Simulation Environment

Integrated Cbt Smart Graphics: Cost-Saving Graphic Generators And Simulations

Better, Faster Training Materials Through Reuse Of Cad Data

The Use Of Synthetic Imagery In Wargame Simulation Environments

Effects Of Head -Slaved And Peripheral Images On Display Efficiency

Assessing Driving Simulator Technology Based On Training Requirements Analysis

Procedures For Evaluating Force Cueing In Tactical Training Simulators

Supporting The Design Of Simulators From A Training Point Of View

Performance Measurement System--It’s Time Has Come

Automated Performance Assessment Tools

Combat Modeling In The Czech Armed Forces

Centaure: The French Army Combat Training Center (Ctc)

The Canadian Navy’s Solution To Simulation-Based Command Team Training

The Distributed Joint Training Program Worldwide Training, Rehearsal, And Exercise Management

Embedded Training On The Aaav: The Evolution From A Cost Effective Perspective To A Mission Essential Rationale

Emerging Concepts and Research And Development Technology

Merging Hla With A Virtual Simulator: An Experimental Study

Distributed Synthetic Natural Environment Representation For Parallel Discrete Event Simulations

Virtual Natural Environments For The 21st Century

A High-Fidelity Modeling And Simulation System Using Hla And Java

Real-Time Flight Simulators Under Nt

Operating Systems For Training Devices: Does It Make A Difference?

Integrating Training Through Hybrid Distance Learning Environments

Implementing Virtual Reality Modeling Language (Vrml) To Convey Simulation Information

Mpeg Video Capture For Full- Mission After Action Review

Feasibility Of Hardware-Based Computer Generated Forces For Embedded Training

The Future Of The Wac Window A 26 Inch Crt Replacement

Enabling Technologies For Embedded Simulation & Embedded Training

Developing Synchronized Player Models For Embedded Training

Behavior Modeling Framework For Embedded Simulation

Simulation's Ultimate Challenge

Developing Alternative Training Evaluation Methodologies

Using A Virtual Environment To Elicit Shiphandling Knowledge

Immersive Virtual Environment For Dismounted Infantry Tactics Training And Mission Rehearsal

Education, Instruction, And Training Methodologies

Aviation Education For Future Pilots: An Integrated Model

Cooperation, Technology, & Performance A Case Study

Problem-Based Team Training: Guidelines For Designing Scenarios

Recommendations For Using Virtual Environments For Dismounted Soldier Training

Applying Web-Based Virtual Reality For Increased Fidelity Of Interactive Courseware

Automated Knowledge Acquisition And Dynamic Curriculum Synthesis For Intelligent Tutoring Systems

The Iowa Project: An Operational Test Of Integrated Distributed Learning

The Air Force Junior Rotc Digital Video Disk Initiative

Implementation Issues Involved With Successful Distributed Learning Programs

Toward Guidance In The Development

Mission Qualification And Readiness Continuum

Preparing For The Instructional Technology Gap – A Constructivist Approach

Measurement Of Command/Control Staff Performance In Tactical Training Environments Measurement of Command/Control Staff Performance

Key Team Competencies For Navy Air Wings: A Case Study

Joint Distance Learning Center (Jdlc): A Cookbook For Joint Virtual Training

Re-Engineering The Interactive Multimedia Instruction (Imi) Process: A Skills Training Paradigm Through Cots

Nonresident Computer-Based Training: Effectiveness Evaluation

Evaluating The Effectiveness Of Cbt: Alternatives To Traditional Instructional Methods Authors

Video Teletraining To The Desktop

Joint Readiness Training Center Integration Of Live And Constructive Forces

Toward Development Of A Tactical  Decision Making Under Stress Integrated Trainer

Beyond Cbt: Multimedia Courses Deliver Just-In-Time Training

Human Factors Engineering and Integration

Human Factors Engineering: Incorporating Human Systems Integration Into Systems Design

Joint Collective Performance Measures: Performance Validation Through Measurement.

The Role Of Cognitive Agents In The Design Of Complex Systems

Force And Vibration Cueing With A Multi-Axis Dynamic Seat

Human Factors In An Armored Vehicle Simulation Project

Improving Instructor Operator Stations To Enhance Electronic Warfare Training

Synthetic Environments: Avatars With Attitudes




 


SIMULATION SYSTEM VERIFICATION AND VALIDATION:
THE PROGRAM MANAGEMENT PERSPECTIVE


Edward P. Harvey
BMH Associates, Inc.
Norfolk, VA

Many dynamics contribute to the overall success or failure of a simulation system development. If success is defined as delivering the capability that fulfills the customer’s needs it should be program management’s goal to clearly understand customer requirements then insure the software developer adequately addresses these requirements across the life cycle of the development. We have to assume these goals are not easily achievable given the number of simulation systems delivered with deficiencies that impact the customer’s ability to employ the simulation for its intended purpose.

How does the program manager know customer requirements are being adequately addressed? Are periodic reviews where the system engineer in charge of the software development team tells the program manager how well the effort is progressing sufficient? What questions should the program manager ask during these reviews to determine actual program “health”? What are the “right” answers the system engineer should be providing to these questions? A viable approach for determining actual status at key points in the development life cycle is based on application of an integrated software development and V&V process based on sound software engineering practices. Development status can then be judged by the program manager based on V&V results.

The introduction of this paper will explain Department of Defense (DoD) V&V terminology, describe the difference between “software” validation and “representation” validation, discuss the cost impact of performing V&V, and address who should be responsible for validation. A “generic” software development process will then be used to show how V&V tasks can be practically integrated with software development tasks to increase quality of the products delivered and decrease program cost. Finally, a list of questions the program manager can use to determine the extent which customer requirements are being addressed during development will be provided.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DESIGNING GOVERNMENT SYSTEMS FOR DAY-ONE JOB
PERFORMANCE


Janet Cichelli
WPI, Inc.
Rockville, Maryland

Government organizations realize that the human element largely determines the success or failure of any system implementation. Unfortunately, nearly all computer systems are designed around the processing of data and devoid of consideration of the user, or how the work really needs to be performed. As a result, training and end-user support services have flourished as a way to help users figure out how to work around these systems. Performance support is about helping to build knowledge and job competency into the system design to  enable users to be proficient on day one. By focusing our attention on the human side of computer-mediated  work, we can bring the issue of job performance to the forefront and multiply its benefits  throughout the organization. As a result of implementing a performance-centered approach to systems  development, government organizations can reduce or eliminate training and help desk support,  eliminate errors and costly rework, and institutionalize best practice approaches throughout their organization.


Using the scenario of a hypothetical government system roll-out, this paper will present the problems encountered by workers trying to learn and use the new system. Offered as an alternative to traditional systems design, this paper will present an overview of performance-centered system design, driving factors in government, and benefits that can be achieved through a performance support approach.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PROGRAM MANAGEMENT OF A COMPLEX SIMULATION PROGRAM
LESSONS LEARNED FROM STOW

Rae W. Dehncke
STOW Program Manager
Defense Advanced Research Projects Agency
3701 North Fairfax Drive
Arlington, VA 22203-1714
(703) 284-8892
rdehncke@darpa.mil

Donna J. Brooks
AB Technologies, Inc.
1600 North Beauregard Street
Suite 300
Alexandria, VA 22311
(703) 575-1087
dbrooks@abtechnologies.com


The Synthetic Theater of War (STOW) is an Advanced Concepts Technology Demonstration (ACTD) being conducted in conjunction with USACOM and the United Kingdom. In November 1997, STOW 97 successfully demonstrated, in the largest ever entity based training simulation, that it is possible to support training from the platform level to the Joint Task Force with the same simulation. The program +management of this complex, international program is both interesting and challenging. The STOW Management team has learned many lessons that would be of interest to the simulation community. The organization and management of such a complex program requires careful planning and a willingness to make organizational changes as the program evolves from phase to phase. The selection of key players, assignment of responsibilities and relationships among the members of the program is critical to the ultimate success of the program. The information flow within a complex program must be carefully planned and adjusted as the program changes direction. Decision making with regard to schedules, milestone development, testing and integration was a major responsibility for the entire program’s leadership. The contracting effort to resource the 250 contractors in this program must be flexible and evolutionary to support program requirements and organization. Developing program management reporting requirements, conducting baseline reviews, determining required deliverables and the overall management of equipment was a significant task. As JSIMS and its Service component programs grapple with the issues of program management of their equally large and challenging programs, the lessons learned during STOW will assist them and other members of the simulation community to manage their programs more efficiently and effectively.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


Developing an Automated Documentation Environment


PATRICIA MESSIER ADAMS
SCIENCE APPLICATIONS INTERNATIONAL CORPORATION
ORLANDO, FLORIDA, USA

Documentation for training software systems has heretofore been burdened with vast amounts of data requiring well-monitored yet time-consuming maintenance and
configuration management. Development and management of software documentation for training systems can now benefit from the utilization of recently devised automated documentation tools and CASE tools. In recent months, the facilitation of such management through automation has been examined with regard to such newly innovated document automation tools as well as the utilization of Internet Web sites for automated data updates within a distributed environment. As an example, Software Development Folders (SDFs) for the Joint Simulation System (JSIMS) Build 0 were developed using an automated documentation tool created for a word processing application in conjunction with a modeling CASE tool. The modeling CASE tool creates a “Model”
containing Categories and Classes and their respective documentation and appropriate diagrams. The automation tool extracts such pertinent data from the Model and creates a document comprised of “links” to the actual work products amid a textual environment.
Any automated features not readily provided for by the automation tool and not residing in the Model are generated using hyperlink capability and Internet Web directories.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ADVANCES IN KNOWLEDGE MANAGEMENT
AN INFORMATION TECHNOLOGY VIEWPOINT


Kas Kasravi, C.Mfg.E
EDS
Troy, Michigan

Effective management of knowledge is a critical issue for organizations in the public and private sectors. The forces of economic efficiency, competition, employee attrition, data-overload, and business/technical complexities create a significant need for efficient acquisition, representation, and retrieval of knowledge. Enterprise-level solutions must address both the organizational as well as the technical aspects of knowledge management, with the latter being the primary focus of this paper. Traditionally, organizations have relied on the minds of their employees and staff to learn and use knowledge as appropriate. The conventional knowledge management techniques have included training, reference documents, discussions, and trial and error. Information technology advances in the recent years have been propelling knowledge management from the experimental stage to the mainstream, and success stories among the early adopters are more frequent than in other reengineering processes. Development of a knowledge management solution requires complex organizational and technical issues to be addressed simultaneously.


This paper provides an overview of knowledge management, its business drivers, success stories, and a discussion of strategies and issues pertinent to its successful implementation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ALPHA CONTRACTING: STREAMLINING
PROCUREMENT THROUGH PARTNERSHIP


CDR C.W. Toomer
Naval Air Systems Command (PMA205-2D)
Patuxent River, MD

Donald S. Selvy
Don Selvy Enterprises, Inc.
Bel Air, MD

Robert Howard
Analysis & Technology, Inc.
Arlington, VA

Donald Davies
Lockheed Martin Federal Systems
Manassas, VA

Procurement of a modern training system requires input from a broad array of disciplines from government and industry to define the requirements, secure funding, develop a technical solution, select a vendor and negotiate a contract. Coordinating this pool of talent to develop a system on time and under budget can be profoundly difficult - particularly when major system awards occur infrequently and personnel turnover is high. Alpha contracting is a procurement method in which industry and government jointly develop the proposal to reduce inefficiencies. Vendor selection occurs early and the contracting process is used as a tool to build a cohesive team. Although the concept is widely discussed, little formal guidance exists on how to actually set up and run an Alpha procurement. This paper will describe lessons learned from two major training device alpha acquisitions (one a new contract and the other an ECP).

Using these lessons, we will present a formal set of guidelines that can be applied by any industry/government team to develop a modern trainer suite. For each milestone, we will discuss regulatory requirements, organizational hurdles and opportunities for streamlining. Conscientiously applied, these
guidelines will result in cost reductions, reduced procurement time, clearer requirements and a strong business base that benefits both industry and government team members.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE TECHNOLOGY TRANSITION (CRADA) PROCESS…
EXPERIENCES FROM THE C-130H2/H3 ATS PROGRAM


Lt. Col. Robert G. Speer, AFRC
HQ AFRC Requirements
Wright Patterson AFB, OH

Mr. Michael J. Sieverding
Principal Analyst, ARINC Incorporated
Dayton, OH

The DOD Technology Transition program was established through public law to allow technologies developed through DOD investment to transfer to and be exploited in the public and non-DOD sectors. A Cooperative Research and Development Agreement (CRADA) is a tool for the government and a non-government partner to work together to transfer technology for the technological and financial benefits of both parties. Using CRADA, the subject technology is immune from release under the Freedom of Information Act, and complex laws regulating military procurement and disposition of funds are avoided.

At last count, 65 nations and numerous commercial carriers fly C-130 aircraft. Over 30 high fidelity C-130 flight simulators support C-130 aircrew training throughout the world. None of these simulators had their aero performance software developed from an authoritative aero data package collected from an instrumented C-130 aircraft. The C-130H2/H3 Aircrew Training System (ATS) is an Air Force Reserve Command (AFRC) program managed through ASC/YW at Wright Patterson AFB, OH. The program includes an investment in the collection and reduction of authoritative aero performance data from an instrumented AFRC C-130 aircraft. The C-130H2/H3 ATS program has accomplished plans to apply the CRADA process to the repackaging and marketing of the C-130 aero data package for potential sale to non-DOD and commercial interests. Resulting funds can be reused by the C-130H2/H3 ATS program, the CRADA industry partner can achieve an enhanced business base, technology founded on a DOD investment can benefit non-DOD sectors, and the worldwide C-130 flight simulation community can achieve more effective training. Lessons learned from the C-130H2/H3 ATS experience with the CRADA process can be used as a model by other government simulation programs possessing marketable technologies.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


WORKING SMARTER: TRAINING AND SIMULATION DEVELOPED
THROUGH COLLABORATION


Joe T. McClure
Indian Head Division, Naval Surface Warfare Center
Indian Head, MD

Military operations have entered a new era of uncertainty, requiring agility, rapid response, and innovative teamwork. In turn, training systems play an increasingly larger role in achieving the goal of military readiness. Just as the complexion of military operations has changed, so has the strategy of developing the training systems to support military readiness. Traditional procurement, with its associated long product development cycles and high cost, is impractical in today's environment. It virtually guarantees a training system will be both technically out of date and not as effective in meeting current needs by the time it is delivered. This paper presents a successful approach for the procurement and development of training systems, one that responds to varied and changing needs in a timely and cost effective manner.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


Focusing System Development Efforts:
The Requirements Definition and Management Process


Robert E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, VA.

System requirement management is a difficult and complex process demanding a
concentrated and dedicated effort. Modern technology has reached an advanced state where it can be difficult to focus on specific requirements, goals and objectives during the development of new systems. Software and hardware capabilities improve almost monthly. Given enough resources (time, funds, and qualified personnel), development teams can construct simulations to analyze, model or train nearly any military, commercial, economic, or social activity. The critical part of the system development process is definition of what is to be built and why. Identification of a clearly stated system  purpose, attainable goals, simply defined objectives, and hierarchical requirements will bound the system development process. Requirements must be defined, reviewed, confirmed, and refined, if needed. Use of a Requirements Management (RM) process will assist in focusing development and integration efforts to best support system goals and objectives.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


OPTIMISING SPECIALIST MILITARY TRAINING ADVICE WITHIN THE PROCUREMENT
CYCLE


Dr David Swift, Lt Col Cliff Martindill and Maj Chris Allender
Development, Projects & Research Group,
Training Support Branch,
HQ AG (Personnel and Training Command),
Wiltshire, United Kingdom.

For 30 years, the British Army has employed the Systems Approach to Training (SAT) as a means of quality assuring its most important and expensive activity undertaken to ensure operational success - training. However, while the academic principles underpinning SAT remain sound, the supporting procedures and organisational infrastructure were developed before the widespread procurement and use of synthetic training environments to which they are difficult to apply. The result was that the military’s own training specialists were often denied a voice within the procurement cycle until too late. While many training equipments remain elegant pieces of engineering, they are frequently over complex, fielded too late to support the initial deployment of the operational equipment and, above all, badly designed from an instructional point of view. In an initial attempt to rectify this situation, Training Support Branch developed guidelines for Training Needs Analysis (TNA), in which TNA is understood to be a special case of SAT. The guidelines provide a framework within which TNAs may be managed and quality assured. Variants of TNA procedures were developed independently by the Royal Navy and Royal Air Force at about the same time and have since been harmonised to reflect a tri-Service view. The effectiveness of the TNA procedures would still, however, be sub-optimal until adequately supported by elements of the organisational infrastructure of the procurement system. This paper describes the results of a study undertaken by the authors to address this issue. The proposed solution integrates the complementary concerns of the procurement system, Integrated Logistics Support and Human Factors Integration (‘MANPRINT’).


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMMERSIVE SIMULATIONS FOR THE INDIVIDUAL SOLDIER:
DO WE NEED THEM?


Roy Latham
Computer Graphics Systems Development Corporation
Mountain View, California

Admiral Piper
U.S. Army Simulation Training and Instrumentation Command
Orlando, Florida

Gary Hubbard
Sherikon, Inc.
Fort Benning, Georgia

Training our Army through the use of increasingly sophisticated simulations is in many ways becoming routine. The case for vehicle simulators has been well established based in large part on the relative costs of operating real vehicles versus simulators. However, the case for immersive simulators for individual soldiers is not so well established, consequently the research and development of such simulators has been proceeding slowly. This paper examines the case for individual soldier simulators relative to the cost of live exercises, the ability to build and control the training scenario, and the ability to train safely. The immediate high-benefit applications of individual soldier simulators include mission rehearsal and the development of soldier systems, and in these cases the benefits derive mainly from the ability to build and control scenarios that cannot be effectively achieved by other means. In addi-tion, combined arms training is rapidly moving to simulators both for cost and training effectiveness as mounting large field exercises becomes more expensive and less operationally feasible. While prog-ress has been made in individual soldier simulators, renewed research and development efforts are needed in critical areas of technology such as visual databases and locomotion simulation platforms.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTELLIGENCE MODELING AND SIMULATION:
A COMPLETE SYSTEMS APPROACH IS NEEDED

Robert E. Paladeau
Advanced Systems Group
Science Applications International Corporation
Hampton, Virginia  

Perhaps the most difficult problem facing military trainers today. While the “Intelligence Process” is defined in joint and service-particular doctrinal publications 1, the modeling of the process is much more troublesome. Over the recent years, there have been many efforts to improve M+S of intelligence processes, each with a limited degree of success. However, there is still no fielded integrated M+S system available capable of providing effective multi-discipline intelligence training. To maximize effectiveness, an intelligence training system must include representation of collection sensors and platforms, accurate raw and/or processed information reporting, real dissemination methods, and use of fielded command, control, communications, computers and intelligence (C4I) systems. In order for intelligence training to be successfully supported by M+S, a complete systems approach is needed with all aspects of the system constructed to support to intelligence training. The systems approach to intelligence M+S development requires each aspect of the entire M+S system to be planned in a manner which will either directly support training intelligence or not negatively affect intelligence training. This planning includes not only selection of which collection assets are to be modeled, but also what level of M+S support will be given to each phase of the intelligence process and what aspects will be controlled by a man-in-the-loop. Modeling of processes, particularly those involving an analytical or other human thought process, is exceptionally difficult. Particular attention must be paid to all models (platform, process, reporting, environmental, etc.) involved in supporting intelligence processes within the complete M+S system. If desired intelligence processes, platforms, functions, and reporting procedures are modeled in an integrated manner with the complete training system, many of the intelligence personnel may move from the support side to the training side of the exercise structure. The Defense Advanced Research Projects Agency (DARPA) Synthetic Theater of War (STOW) project is an Advanced Concept Technology Demonstration (ACTD) designed to evolve several key aspects of emerging M+S technologies. One area selected for development was intelligence modeling. STOW was constructed with an eye to providing Joint Task Force (JTF) and Component staff training. STOW is not an acquisition program but rather an effort to push M+S technology to new limits and transition that technology to other joint and service training systems.

The STOW modeling of JTF-related intelligence assets and processes was developed using a distributed development methodology with independent development paths employed by the different organizations involved. As a result, STOW could not employ the systems approach across all areas relating to intelligence M+S. STOW attempted to apply key principles of the systems approach to the modeling of intelligence with varying degrees of success with many important lessons learned. These lessons, as analyzed and presented below, highlight the need for the use of a complete system approach when developing intelligence training systems.  

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 


DATA CERTIFICATION IN MODELING AND SIMULATION (M&S)
VERIFICATION AND VALIDATION

Gary S. Kollmorgen
BMH Associates, Inc
.

Verification, Validation and Accreditation/Certification (VV&A/C) have long been required steps in producing a Model & Simulation (M&S) that will satisfy the user. It has also been largely under-resourced, sidestepped or ignored because of time and cost constraints. One of the perceived difficulties in performing VV&A is the certification of the data used in M&S systems. Data collection often commences with little or no definition of "what specific" data needs to be collected or how this data will be used in the resulting software model. Interjecting verification and validation of data, and hence data certification, at appropriate points during software development, can occur with little impact on development schedules. To be sure, certification of data is not free, but it does not have to be difficult and it can be accomplished within reasonable resource constraints. More importantly, this certification is absolutely necessary to achieve a valid model that can then be accredited for its particular use. This paper will show when data verification, validation and certification should occur during system software development. Additionally, it will propose a redefinition of data certification that will limit data use based on the validation of the data and the model that will use the data.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PRODUCT DEVELOPMENT FRAMEWORK TO SUPPORT
SIMULATION-BASED ENGINEERING

Douglas P. Glasson
Kevin R. Richard
Christopher A. Scheffer
TASC, Inc

The Product Development Framework (PDF) is a unified computational infrastructure that facilitates collaboration and use of predictive simulations in modern, cross-domain collaborative engineering processes, Key elements of the PDF process include:  

Centralized control of a common reference view of the product,

Elimination of non-value-added effort in use of predictive simulations,

 Simulation-based impact analysis to evaluate proposed design changes,

Facilitation of the collaboration process for distributed design development teams.

A majority of the technology required to realize the PDF is currently available from the commercial marketplace. Critical“gap-filler” technologies are required in design data exchange, information representation and flow management, and intra-domain tool integration. Under sponsorship of a DoD-industry partnership, the Automotive Product Development Framework (APDF) program is addressing these critical technologies and integrating a pilot PDF applicable to the commercial automotive industry and the DoD combat vehicle industrial base.

This paper provides an overview of the PDF vision and architecture, strategies and development plans for the gap-filler technologies, and a description of applications to date.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DATA DICTIONARY SUPPORT FOR HIGH LEVEL ARCHITECTURE (HLA)
OBJECT MODEL DEVELOPMENT

Applied Research Laboratories
The University of Texas at Austin

The Modeling and Simulation (M&S) Master Plan, formally adopted in October 1995, established the need for a Common Technical Framework to facilitate efficient and effective use of models and simulations across Department of Defense (DoD) agencies. The DoD High Level Architecture (HLA) is a critical component of the Common Technical Framework, and currently represents the highest priority within the DoD M&S community. The purpose of the HLA is to facilitate interoperability between simulation systems and reuse of simulation components. Key to achieving these objectives is the concept of the HLA object model. HLA Federation Object Models (FOMs) are used to define the exchange of public data among participants in an HLA federation. HLA Simulation Object Models (SOMs) are used to describe the intrinsic capabilities that individual simulation systems can offer to HLA federations. To further support simulation interoperability through the HLA object model development process, the Defense Modeling and Simulation Office (DMSO) has provided a resource—the Object Model Data Dictionary (OMDD). OMDD contents are developed based on the needs of HLA federation implementations and are consistent with authoritative data sources, including DoD-wide data standards. The Object Model Data Dictionary System (OMDDS) provides Web-based access to OMDD contents and is integrated with other HLA object modeling tools, including the HLA Object Model Library (OML) and Object Model Development Tools. The result is an integrated tool suite and data dictionary resource. This paper will describe the content of the OMDD, the development process for that content, and the automated tool support for the development and use of OMDD content. The HLA development process, including the OMDD development, is an ongoing effort of DMSO and the DoD Architecture Management Group (AMG).

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


EXPANDING ROLE OF THE FUNCTIONAL DESCRIPTION OF THE 
BATTLESPACE (FDB) IN THE M&S COMMUNITY

Michael H. Thompson
Allan P. White
Veridian Veda Operations

The development of simulation systems requires information which describes validated, standard descriptions of the physical environment (e.g., terrain), systems and materiel (e.g., equipment), organization (e.g., units), doctrine and process (e.g., tasks), and their interactions. In the past, this information has been collected and, in some cases, produced by the simulation developer. Often the information that was collected or produced was not traceable to an authoritative source within the defense community, thus bypassing the Validation, Verification and Accreditation (W&A) process, Additionally, the information that was used to produce the simulation models in the past was not readily accessible to future simulation developers. Therefore, when a new simulation was constructed, there was little source information reuse from existing simulations. To resolve these issues, the US Army Simulation and Instrumentation Command (STRICOM) and the National Simulation Center (NSC) proposed the research and development of the Functional Description of the Battlespace (FDB) system. The FDB is a simulation-independent distributed repository system designed for the collection, production and organization of validated sets of traceable data that can be accessed via the Internet by remote sites to support the development of future simulation systems. The FDB program is the Army’s contribution to the Defense Modeling and Simulation Office (DMSO) Conceptual Model of the Mission Space (CMMS) and serves as the interim CMMS data repository. This paper will discuss current and future FDB capabilities.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A TAXONOMY OF MULTIPLE FEDERATION EXECUTIONS

Michael d. Myjak
The Virtual Workshop, Titusville Fl

Russell L. Carter
Conceptual Systems And Software, Chino Valley Az

Douglas D. Wood And Mikel D. Petty
Institute For Simulation And Training, Orlando Fl

The High Level Architecture (HLA) supports the interoperation of sets of simulations within the context of a Federation Object Model (FOM), using the HLA Interface Specification services as provided by the Run-Time Infrastructure (RTI). Such simulations are federates and the set of federates is a federation. A run of a federation is a federation execution. Although the “normal” mode of operation is for a federate to operate in a single federation execution at any given point in time, the definition of HLA leaves open the possibility that a federate may be a member of multiple concurrently executing federation executions.

In other words, two (or more) concurrent federation executions, of the same or different federations, could have one or more federates in common. Presumably the common federate(s) would exchange information between executions or otherwise use the events of one execution to influence another. There are several distinct types of multi-federation executions. At the most basic level of classification, they can be broadly typed as either bridged or hierarchical. Bridged federation executions have one or more federates, called bridge federates, which are members of two (or more) federation executions.

Recent literature has been primarily directed toward the common, or bridge federates which exchange (or transform) information between federation executions. In a hierarchical federation execution, one or more federates in the higher-level federation are composed of and implemented as lower-level federations, but appear as federates at the higher level. In this paper we develop a taxonomy of multiple federation executions, including examples.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


LESSONS LEARNED FROM HUMAN-IN-THE-LOOP TRAINER
HLA IMPLEMENTATION

Patricia Devine
Glenn Gross
Lockheed Martin Federal Systems – Manassas

Distributed simulation research using the High Level Architecture (HLA), the Runtime Infrastructure (RTI) and an acoustics simulation object model was performed by Lockheed Martin Federal Systems in Manassas, VA. This research connected two high fidelity acoustics trainers using our defined HLA object models and the DMSO provided RTI. The scenarios selected included the following entity types: US fast attack submarines, opposing force (OPFOR) submarines, surface ships and aircraft. As additional entities were added to the scenario, timing, CPU and network bandwidth measurements were made. This paper describes the lessons learned from using the HLA for real-time high fidelity human-in-the-loop simulations. Specific problem areas are detailed and corrective actions are suggested when developing/building HLA simulations.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


AN HLA THEATER MISSILE DEFENSE FOUR PILLAR FEDERATION

Roger L. West
Timothy M. Aquilino
John F. Lyons
Johns Hopkins University
Applied Physics Laboratory

Theater Missile Defense (TMD), the ability to protect against ballistic missile attack, is a front-page topic. One of the key issues in evaluating TMD is to measure and balance the four pillars that comprise TMD: attack operations; active defense; passive defense; and command, control, communications, and intelligence (C3I). Attack operations encompasses destroying TBM assets and infrastructure on the ground; active defense involves destroying missiles after launch but before impact; passive defense entails protection of the defended asset if the threat missile does impact; and C3I provides attack warning, cueing, situational awareness and provides the framework for interoperability among the TMD systems. 

This paper provides results from an Internal Research and Development (IR&D) effort that constructed a confederation of interacting models that treat all four pillars over the duration of a campaign. Each pillar was hosted on a separate PC, and the four models were federated utilizing the High Level Architecture (HLA) specification with an existing Runtime Infrastructure (RTI). The objective was to demonstrate the capability of running these models faster than real time, and to discover the limitations of how many threats can be treated over what duration of campaign while still maintaining a faster-than-real-time capability. This paper describes the TMD family of systems (e.g., Phased Array Tracking to Intercept Of Target (PATRIOT), Theater High Altitude Area Defense (THAAD), Navy Area Defense (NAD), communications), the network (computers, links), and the models with simplified equations, and presents results of the effort.  

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A REALTIME SIMULATION BENCHMARK SUITE FOR 
TESTING LOW COST VISUALIZATION SYSTEMS

Rodney Rogers
Gary Green
Michelle Sartor

Institute for Simulation and Training
Pamela Woodard
STRICOM, AMSTI-ET

The Low Cost Visualization (LCV) Project team at the Institute for Simulation has developed a prototype Modeling and Simulation (M&S) Benchmark Suite for testing 3D image rendering and realtime simulation capabilities of Low Cost Visualization Systems, i.e. PC-based computer systems capable of rendering 3D images and costing several thousand dollars. Previously reported research led to a focus on four OpenGL-based public domain benchmarks running under Windows NT. From these four, we selected scenario tests most resembling real-time simulation applications in scene complexity (terrain, culture, moving models and viewpoint, level of detail control, special effects, &c) and graphics rendering parameters (smooth shading, antialiasing, texture mapping, double buffering, transparency, hidden surface removal, &c). In addition, we included primitive tests designed to measure the maximum performance capabilities of an LCV system. Finally, we selected tests to evaluate the rendering quality of LCV systems, which turns out to be a matter of fundamental importance. We describe the M&S Benchmark Suite and analyze data produced by running it on nine different LCV systems. While the primary goal in testing was to verify the consistency and usefulness of the suite, our results reveal insights into performance capabilities of LCV Systems and software that runs on them. We also show how we revised the prototype M&S Benchmark Suite as a result of what we learned, and indicate future research directions in the LCV Project.

This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


FULLY IMMERSIVE TEAM TRAINING: A NETWORKED TESTBED 
FOR GROUND-BASED TRAINING MISSIONS

James Parsons
Don Lampton
Kimberly Parsons
Bruce W. Knerr
David Russell
Glenn Martin
Jason Daly
Bryan Kline
Matthew Weaver
Institute for Simulation & Training
University of Central Florida

US Army Research Institute

The Fully Immersive Team Training Testbed was developed to study the methods for using Virtual Environment (VE) technology for training dismounted infantry teams. The testbed allows multiple trainees networked together on different computers to be immersed simultaneously and produces a compelling sense of presence; a powerful feeling of being immersed in the VE. A wide variety of parameters can be configured for inclusion in a training scenario including tools, weapons, dynamic environmental objects, and number and skill level of opposition forces. In addition to providing a simulation arena for multiplayer interaction, the testbed captures all aspects of a mission, including radio communication, visuals with unrestrained placement of camera, and environmental audio and are made available for use in after action critiques. This paper describes the implementation methods used for creating the complex simulation testbed. The environment is scalable and supports the networking of trainees located in different cities. Specifics on custom hardware development, software structure, body sensor deployment, locomotion method and networking solutions are provided. In addition, the implementation of a training scenario is described, and results are presented.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A NEW TECHNIQUE FOR DESIGN AND MODELING 
MILES WITH INCREASED WEAPON SIMULATOR FIDELITY

J. L. Arnold, J. C. Solinsky
JLA Associates, Irvine, CA

A New Technique for Design and Modeling MILES with Increased Weapon Simulator Fidelity' presents a model which enhances the precision of the Multiple Integrated Laser Engagement System (MILES).

MILES is used in force-on-force training, and the realism of the kill zone of each weapon directly effects the training credibility of the system. The training experience lives or dies on the acceptance of the trainee that his tactical effect is a mirror of what would happen on a real battlefield. The CAD-like program presented here allows precision design of the laser kill zones. A graphical user interface (GUI) for the system designer is illustrated. Dynamic atmospherics are shown to be critical and are quantitatively assessed. Algorithms are described for laser beam calculations, target detector geometry options, and the modeling of dynamic atmospheric effects. Kill zone plots are presented. Use of the software to explore design options for area effect weapons is described, as is use of the software to examine the effects of recoil during laser code transmission.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


M&S TOOLS FOR THE JTF COMMAND AND STAFF: 
ENHANCING MISSION ANALYSIS AND TRAINING

Warren H. Switzer 
AB Technologies, Inc.
Alexandria, VA 22311-1705

As the executors of missions, Joint Task Force (JTF) commanders and staffs face a widening spectrum of specified and implied tasks. These tasks often pertain to missions less focused on traditional military roles of conflict resolution, and more on stability promotion, humanitarian assistance, and peacekeeping operations. Yet, due to the uncertain nature of the environments in which military forces may be deployed, JTF commanders, with limited warning, must be prepared to execute the complete range of military requirements swiftly and effectively. This places a heavy burden on contingency planning and the integration of forces and elements into teams that may have limited time to rehearse missions. This paper describes how modeling and simulations can support JTF commanders and staffs. The paper posits a process by which modeling and simulation tools can be used to accomplish the key functions of mission analysis and current status assessment, and the availability and suitability of current models and simulations to address those functions. In addition, this paper identifies potential collateral benefits incident to using the process and assorted modeling and simulation tools that support the JTF commander and his staff. In short, this paper focuses on what modeling and simulation can do to: analyze the JTF missions, reveal training requirements, accomplish training objectives, and assist in the contingency planning process.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


COST-EFFECTIVE SIMULATION of ENEMY FORCES 
THROUGH 'EFFECTS-BASED' WARGAMING

Patrick Beautement MSc, PGCE
Defence Evaluation Research Agency, Malvern, United Kingdom, 1998.

 1. One of the biggest costs in setting up and running exercises is the provision of staff to run the 'White / Red Forces' response cells. This paper will look at a novel, but already proven, approach called 'Effects-based' Wargaming. When exercises (such as BLUE FLAG or UNION FLASH) are set up, the first task is to identify the 'training audience'. Once this has been done, the size of the white and red response cells and the amount of computer support required can be estimated. The assumption made is that for the exercise to be valid the white and red response cells and the computer simulation must simulate everything which leads to large expensive response cells and to simulations which can be cumbersome and inflexible to operate.

2. The paper questions this assumption and maintains that for many exercises an 'Effects-based' wargame would be more than adequate. 'Effects-based' wargaming starts by understanding and documenting the Warfighter Process (examples given in the paper). This indicates what thinking, knowledge acquisition and decision-making processes are required to be stimulated (especially those inside the heads of the warfighters) so that the exercise is successful. Once this has been decided upon, all that is then required is to provide an environment around the training audience which causes the required thinking to take place.

3. This environment is created by using STIMULATION systems which simulate the effects of the external entities with which the warfighter would interact. The stimulation systems can be much simpler and cheaper than 'normal' wargames as they only have to simulate enough of the real world to provide the warfighter with the effects and inputs / outputs which they would expect. This stimulation environment makes heavy use of real world message formats to simplify the C4I to simulation interface.

4. A key feature of Effects-Based Wargaming is the White Team Suite which provides a specialist White / Red Team interface to control the generation of the effects required in a non-deterministic way.

Overall, the paper will explain what 'Effects-based' Wargaming is and how to use it effectively. Examples of exercises using this approach will be detailed. Please note that the views expressed in this article are those of the Author and do not necessarily reflect MOD Policy.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DEVELOPMENT OF A MODULAR, IMMERSIVE/SEMI-IMMERSIVE
SYSTEM FOR SIMULATION OF SHIP-TO-SHORE CAUSEWAY LIGHTERAGE

Gregory J. Opas (Nichols Research Corp., Advanced Marine Enterprises Business Unit)
Frank A. Leban (Carderock Division – Naval Surface Warfare Center Code 293)

This paper describes the design, development, and preliminary operational evaluation of the Advanced Lighterage Simulator, a dual use system developed by Advanced Marine Enterprises under contract to Carderock Division Naval Surface Warfare Center. The primary use of the Advanced Lighter Simulator (ALS) is engineering evaluation of new or modified lighters and their associated systems, with the secondary purpose of training of lighter pilots and coxswains in a realistic sea state environment. The present effort was to develop a prototype system from which to generate a performance specification for procurement of a follow-on system with the features necessary to train lighter pilots and coxswains in the full operational envelope of the existing and developmental lighter systems. To meet the project objectives and provide a clear avenue for enhancements as technology progresses, the simulator has been implemented with a modular, flexible open-system design, based on commercial-off-the-shelf technology. Advanced Marine Enterprises’ Virtual Ship7 software system provides the baseline hydrodynamics, visual scene generation, and simulation control capabilities. For the Advanced Lighter Simulation project, a number of enhancements to the hydrodynamics modeling and the visual scene representation have been added. A significant feature of the system is visual scene generation and presentation through two head mounted displays (HMDs), one of which is fully immersive, the other which is semi-immersive. The trainee in the semi-immersive HMD interacts simultaneously with both the visual scene presented in the virtual environment, and with physical controls located in a simulated coxswain’s cab. Meanwhile, the pilot trainee in the fully immersive HMD interacts with the visual scene presented in the virtual environment, and in turn appears in the visual scene presented to the coxswain trainee. This effect is brought about by the use of an avatar driven by two additional channels of motion tracking to provide cues regarding hand/arm signals made by the fully immersed trainee to the semi-immersed trainee in the coxswain’s cab.

Other salient features of the system include: a 6-DOF electric motion base which can be implemented at either student station, the use of a joystick for controlling the position of the immersed student’s eyepoint/avatar location, and the use of reconfigurable touch sensitive screens as part of the physical console control.

The paper chronicles the key decisions made in the design and development of the prototype system with feedback from the prospective end-users on the utility of certain system features for this application.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A PERSONAL COMPUTER-BASED MULTIMEDIA 
SUBMARINE SHIP CONTROL SIMULATOR

Paul E. Biegel
Susan P. Brown
Tom C. Mason
Dente D. Poland
The Johns Hopkins University Applied Physics Laboratory

In addressing the need to improve the cost effectiveness of training, the Navy is implementing personal computer- (PC) based, interactive multimedia courses such as the Submarine Ship Control Training Program. Developed at the Johns Hopkins University Applied Physics Laboratory (APL), this program is a multimedia and simulation-based training tool that teaches the principles of submarine ship handling for various classes of US submarines. Being PC-based, the program provides the capability for students to conduct independent and self-paced training on laptop Pcs while aboard ship and underway on long-duration deployments. One feature of the program provides multimedia lessons that educate in the theory, techniques, and procedures related to driving a submarine while submerged. The program’s most significant feature, however, is a high fidelity, six-degree-of-freedom, interactive, real-time ship control simulation (built by APL originally for analysis applications) in which students can practice driving a “virtual” submarine while responding to problem scenarios. This training tool has been in the fleet since early 1997 and has been well received by submarine crews. This article discusses the evolution of the Ship Control Training Program, from its origin as an analytical simulation to its development as a multimedia PC-based training tool.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


TRAINING ROV PILOTS WITH A 
VE-BASED INTELLIGENT TUTORING
SYSTEM

Barbara Fletcher
Imetrix, Inc.

 Bruce Roberts
BBN Technologies

Remotely operated vehicles (ROVs) are widely used in military and commercial applications such as mine countermeasures, search and salvage, offshore oil and gas production, and structural inspection. Due to the expense and logistics involved with operating actual vehicles, training and practice is often difficult to obtain in other than an “on the job” fashion. The Training for Remote Sensing and Manipulation (TRANSoM) program, sponsored by the Office of Naval Research, has developed and demonstrated a virtual environment (VE) based system for training ROV piloting skills. This system is a unique combination of an Intelligent Tutoring System (ITS) within a VE simulation which offers individualized instruction in a self-paced, guided-practice learning environment. It has been prototyped and tested extensively over the past three years. Verification and validation tests have demonstrated the fidelity of the simulation when compared to an actual ROV system. Transfer tests have demonstrated the system’s training effectiveness, indicating that practice with the simulation based system yields comparable piloting performance to practice with the actual ROV. Skills learned under simulation were also transferable to other related tasks. System enhancements currently in process include development of a curriculum to teach situation awareness, development of mission planning and rehearsal tools, and porting to a PC-based platform.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTEGRATING LEGACY TRAINING ASSETS INTO 
DISTRIBUTED MISSION TRAINING (DMT)

"A DMT Gateway Approach"
Ball Aerospace & Technologies Corp.

The Distributed Mission Training (DMT) program generates several challenging technical issues with respect to the integration of legacy training assets. There is a strong requirement to develop effective, cost-effective methods for integrating existing training simulators; the DMT program simply can not afford to fund the development of all new trainers. The approach to integrating legacy assets must:

(1) Minimize changes to existing hardware and software;

(2) Minimize trainer downtime, so training can take place "as usual" during the transition to DMT; and

(3) Be scaleable to support future large-scale

DMT training events. In this paper, we discuss a method based on our Legacy Interface Network Kernel (LINK) Agent and Object Broker (OB) technology. The LINK Agent uses dynamic interface layers to minimize intrusion to the legacy software and hardware. We also present the DMT interface, processing, and network requirements that will likely be levied on trainer systems; and show one possible solution to meet the requirements.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DESIGNING EXPERIMENT SIMULATORS FOR 
DISTRIBUTED INTERACTIVE SIMULATIONS

J. Allen Taylor
Training Systems Group/Teledyne Brown Engineering

The training of National Aeronautics and Space Administration (NASA) astronauts and science teams for on-orbit experiment operations is a process that involves discrete steps which build on each other and culminate with Joint Integrated Simulations (JISs). The JIS is a distributed interactive simulation that simultaneously tasks the astronaut crew, mission support ground teams, and experiment support science teams with on-orbit scenarios. These teams are spread out over six different locations at the Johnson Space Center in Houston, Texas, and the Marshall Space Flight Center in Huntsville, Alabama. In addition, there are four simulation training teams located in two different facilities at each of the NASA centers. In preparation for these JISs, simulators are designed to represent each of the experiments in the payload of the specific shuttle mission. These simulators are designed to operate within the mission operations training environment for payload crew and mission operations training. The payload training complement is also designed to work within the flight training system for the overall JIS environment.

This paper addresses the real-time data flow required during these simulations to provide each of the trainees with a flight-like environment while: keeping the simulation on schedule, monitoring the activities of the trainees, managing the simulation process, and still maintaining a flight-like environment that is transparent to all of the trainees. A brief overview of the individual simulator purposes and usage prior to the JIS environment will be given to show the preparation and buildup process leading into the JIS environment. The paper will also discuss the combination of real-world flight and simulator system mix that must be combined to implement a successful simulation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PLANNING AND CONDUCTING SUCCESSFUL 
JOINT INTEGRATED SIMULATIONS FOR SPACELAB MISSIONS

Liz Stagg
Teledyne Training Services
Teledyne Brown Engineering

Providing a high-fidelity, interactive simulation to train the astronaut flight crew, mission operations personnel, and hundreds of scientists located around the world requires a well-defined plan, a clearly documented process, relentless preparation, and a collaborative team approach. The Joint Integrated Simulation (JIS) is the culmination of a series of Spacelab mission simulations, each building upon the last in complexity and fidelity. As the dress rehearsal for a mission, it is critical that JISs maintain a flight-like environment while training teams, which are located in different facilities at multiple sites and which represent two NASA centers with different training objectives, introduce unexpected flight scenarios and malfunctions to simulation participants.

After describing the JIS environment, this paper will explore the purpose, structure, and development of planning tools that ensure seamless JIS execution: the JIS Simulation Working Group, Joint Operations Handbook, the integrated JIS simulation script, the pre-JIS briefing, and the Facility Interface Checkout.

Techniques for tailoring these elements to the unique characteristics of the mission and the objectives of the simulation will be addressed. Developing these tools results in a well-defined JIS plan as well as a collaborative team environment, in which each member is confident that communication strategies are clear, facilities are ready, and training objectives can be met.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


JSIMS: WORDS TO ACTIONS

Michael Papay, Ph.D.
Jack Borah
TRW Inc., JSIMS I&D AEgis Research Corp., JSIMS I&D

The development of Life Cycle Applications tools for the Joint Simulation System (JSIMS) is a complex task that requires an understanding of user requirements, systems engineering, object oriented analysis, and training methodologies. This paper describes the process of transforming a large array of user requirements from a multitude of independent sources into a high level system design. This process was characterized by frequent interactions with the users, appropriate application of business process reengineering, and iterative system requirements analysis and functional analysis. Popular object oriented techniques were synthesized into the JSIMS Object-Oriented Process (JOOP) to improve the communication of the requirements set to the simulation developers within the JSIMS Enterprise community. Two very important aspects of the Requirements-to-Software process were a detailed study of the user requirements so that the developers could obtain the proper perspective on Joint and Service Specific training goals, and providing feedback to the partner development programs and ultimately the JSIMS users. This feedback was provided throughout the development process by means of collaborative events such as requirements walk-throughs, high level design peer reviews and web-based electronic or hard copy distribution of analysis documentation such as JOOP context diagrams, use cases, and draft Graphical User Interface screens. Collaborative design tools designed to maximize efficiency were employed to maintain traceability to the user requirements from the beginning of the systems engineering process through software development and test.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


CROSS-CONTRACTOR, CROSS DISCIPLINE SOFTWARE
INTEGRATION AND PRODUCT DEVELOPMENT

Camille Brinkman
Science Applications International Corporation

The Joint Simulation Systems (JSIMS) technical vision is a single, distributed, seamlessly integrated simulation environment. JSIMS is a simulation system that supports the twenty-first century warfighter’s preparation for real-world contingencies. The joint environment comprises seven product teams known as Development Agents (DAs): USMC, Maritime, National Air & Space (Warfare) Model (NASM), Warfighter’s Simulation (WARSIM), National Simulation (NATSIM), WARSIM Intelligence Module (WIM) and JSIMS Integration & Development (I&D) team. Since JSIMS encompasses several military organizations, this paper is constrained to discussing the Proof of Concept software build, Build 0, for the Mission Space Objects (MSO), an application’s piece of the JSIMS architecture. MSO comprises the seven product teams. The focus of this paper is on the development process, products, communication techniques and lessons learned that were useful for succeeding in a diverse development environment.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


SIMULATION COMPOSABILITY FOR JSIMS

Brett Butler
Science Applications International Corporation

The paper examines the technology of composability in simulation systems. Composability refers to the ability of a simulation to be flexibly configured to adapt to a range of missions, scenarios, simulation models, hardware environments, and security configurations. Composability confers maximum flexibility to the usage of the simulation. Simulation composability is a requirement of the Joint Simulation System (JSIMS). JSIMS is currently being developed by the US Department of Defense and is intended to deliver commander and command staff training. The paper examines simulation composability from the JSIMS perspective and explores the overall technical approach and the related issues.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


NEXT-GENERATION INDIVIDUAL COMBATANT INSTRUMENTATION
FOR TRAINING IN URBAN ENVIRONMENTS

Joe R. Deres, J. Mark Major
Southwest Research Institute
San Antonio, Texas

W. Cory Youmans
U.S. Army STRICOM

Modern military doctrine places a strong emphasis on urban warfare, commonly referred to as Military Operations on Urbanized Terrain (MOUT). Trainee instrumentation, called Player Detection Devices (PDDs), has a key role in generating data for real-time situational awareness of engagement scenarios and After-Action Reviews (AAR) of MOUT live simulation exercises. To support MOUT training, substantial new facilities and equipment are being procured by the U.S. Army, such as the MOUT training compound at the Joint Readiness Training Center (JRTC) at Fort Polk, LA. The dismounted soldier instrumentation currently available in the Army's inventory is a result of a number of “stovepipe” developments to support other range instrumentation efforts and is not well suited to the individual soldier involved in MOUT training. A number of technical issues limit the utility of existing instrumentation, the most notable being performance, accuracy, size, weight, and battery life. For example, the Army spends approximately $24 million per year in battery costs alone to support this existing instrumentation.In December 1997, U.S. Army STRICOM initiated a study to evaluate the technical issues of a next-generation instrumentation and communication system for MOUT training at the JRTC and other locations. The major objectives of the study were to study existing range instrumentation systems, to propose the requirements for a new communications architecture for the range data and monitoring system, and to recommend performance requirements that would fulfill the position-location system requirements for the JRTC MOUT Instrumentation System. Study results are anticipated to impact the technical requirements of near-term acquisition plans. This paper will present analysis data resulting from the study, along with major findings and recommendations.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


FUTURE TRAINING WORKLOADS IN LIVE SIMULATIONS

Larry L. Meliza
U.S. Army Research Institute Simulator Systems Research Unit 

Bill R. Brown
Ira J. Begley II
Louis Anderson
Advancia Corporation (formerly LB&M Associates)

At the request of the US Army Training and Command (TRADOC) Combat Training Support Directorate (CTSD), we examined the impacts of force modernization (new weapons, new sensor systems, and digitization of the battlespace) on the work trainers and analysts must do to support force-on-force exercises in live simulations. In 1997, we described tasks currently performed by trainers and analysts to support the simulation of system effects and provide post-exercise feedback to units at the Army’s maneuver combat training centers. We estimated the effects of over 140 systems to be fielded over the next ten years on trainer workloads. In 1998 we interviewed personnel from the Army’s National Training Center with hands-on experience supporting exercises involving a subset of the new systems during the Force XXI Advanced Warfighting Experiment (AWE). In the absence of interventions, force modernization will substantially increase the work required to support the simulation of weapon systems and provide formal post-exercise feedback. In addition, the same digitization capabilities that give units' information dominance over the enemy also have the side effect of making it more difficult for trainers to monitor exercises and track the flow of information within units.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DEPLOYABLE AIR COMBAT TRAINING IN A LIVE 
ENTITY SIMULATION ENVIRONMENT

by Ted Clowes
Cubic Defense Systems, Inc.

Keeping front line forces current and at the highest level of readiness requires that their training systems be designed to deploy with them when they go to a temporary duty station. This paper provides insight into the design and use of such a system for training USAF pilots in air combat. Both a developmental/demonstration system and a production system currently operating out of Kadena AB, Okinawa are covered. The system was designed using DIS architecture concepts with the proposed Live Entity protocols that went into ballot during the summer of 1997. The production system went operational during August of 1997 and has ended up being used in ways not entirely anticipated during the design. It has also been deployed to other locations with the squadrons of the 18th Air Wing. Discussions of the basic design are followed by information on the simulation issues related to air to air training with live players. Practical constraints of dealing with live entities in a mobile environment are addressed, followed by the results of operation and test activities to date. The conclusion addresses some of the unexpected problems of deployable training systems, as well as some of the benefits.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTEGRATED CBT SMART GRAPHICS
: COST-SAVING GRAPHIC 
GENERATORS AND SIMULATIONS

Mark C. Schuetz
Thomas M. King
F22 Training Analysis & Integration
Boeing Information, Space and Defense Systems

Better, faster, cheaper, pick any two, or so the expression goes. Boeing decided instead to do all three with new graphic development tools used for 777 computer based training. These tools, referred to at Boeing as “smart graphics”, have evolved from simple panel graphics generators to more sophisticated simulations. For the Boeing 777, students would learn from over 100 hours of computer based training, along with classes and simulators. To assemble all this courseware on time and within budget new production techniques would be needed. Among the techniques used, were smart graphics which helped maintain consistency and configuration control yet reduced cycle time and cost.

Smart graphics were critical to the success of 777 training, and have become an integral part of subsequent Boeing training development programs. With each new development cycle, smart graphics improved and evolved. This paper discusses the benefits attained through smart graphics and looks at the evolution of the smart graphic including future enhancements.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


BETTER, FASTER TRAINING MATERIALS 
THROUGH REUSE OF
CAD DATA

Margaret Kelliher
GE Corporate Research & Development
Schenectady NY

At GE Aircraft Engines, as in many companies, maintenance training is a very important part of what we do. However, it is not always considered a high-tech part of the business.

These techniques can be used to supplement the traditional techniques in order to more accurately explain and illustrate the tasks to be performed. Unfortunately, these techniques can also be expensive and time consuming.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE USE OF SYNTHETIC IMAGERY IN 
WARGAME SIMULATION ENVIRONMENTS

Timothy J. Moore
Susan A. Mathisen
Charles M. Koplik
TASC, a Division of Litton

The tasking, collection, exploitation, and dissemination of reconnaissance imagery are increasingly crucial components in successful battlefield operations. As a result, there is an increasing requirement to train the warfighter in the use of reconnaissance imagery. This paper provides an overview of the Synthetic Imagery Generation System (SIGS) and describes the current operational concepts for integrating simulated reconnaissance imagery into joint forces exercise scenarios. As the modeling and simulation infrastructure continues to mature with the development of JSIMS and the associated federations  (NASM, WARSIM, WIM, JSIMS MARITIME, etc.), there are new applications for the use of synthetic overhead imagery. A potential architecture is discussed in which SIGS is a client of the JSIMS Object Server network. As part of the network, SIGS would receive continuous real-time updates of order-of-battle (OB) status for the exercise as well as updates to sensor locations, and image collection nominations. The resulting SIGS images could then be automatically disseminated over the JSIMS Object Services network. The potential benefits realized by the exercise players as a result of the integration of SIGS into the JSIMS architecture are discussed.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


EFFECTS OF HEAD -SLAVED AND PERIPHERAL 
IMAGES ON DISPLAY EFFICIENCY

Dr. B. Kappé
Dr. J.E. Korteling

TNO-Human Factors Research Institute

The images presented in low-cost vehicle simulators often hamper accurate vehicle control and optimal spatial orientation because of their limited field of view and poor resolution. To improve operator performance, the virtual viewing direction can be head-slaved, so that the environment can be scanned serially by changing the orientation of the head. Also, a display may be surrounded by a less detailed peripheral image, so that image complexity matches the properties of the human visual system. The effect of these techniques on steering performance and spatial orientation was evaluated in three driving simulator experiments. In Experiment 1, head-slaved images were presented on a standard display or a Head-Slaved Display (HSD). A wide display was used as a reference. Results show superior steering performance with the HSD, but not upto the level obtained with a wide display. Experiments 2 and 3 evaluated the effect of surrounding a HSD with a less detailed peripheral image, and of moving the HSD discretely or continuously. With the peripheral image, lane-keeping performance (Experiment 2) and spatial orientation (Experiment 3) were just as good as they were with a wide three-channel display. Performance with the discretely moving HSD was superior to the performance with the continuously moving display. The results show that low-cost simulators can be equipped with a low-cost display that is just as effective as a normal wide display at a uniform level of detail.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ASSESSING DRIVING SIMULATOR TECHNOLOGY BASED 
ON TRAINING REQUIREMENTS ANALYSIS

Urban A. Thoeni
Oerlikon Contraves AG
Training Systems and Simulator Department

The hardware and software design of a simulator must be carefully matched to the intended training aims in order to achieve maximum training efficiency and economical use of the training facilities.

In this paper, the training requirements for land vehicle simulators (car, truck, tank, tram) are analyzed and categorized. Various categories of the available simulator component technologies (e.g., motion systems, display systems, vehicle simulation models, etc.) are defined. The combination of these didactic and technological dimensions are used to define a matrix of the possible solutions for training simulations.

When each of the fields is additionally rated under the economical aspect (cost of the component relative to total system cost) a three-dimensional profile of the simulator technology results. Such a profile is valid only for a period of time if the changes in training needs and technology are taken into account.

For each type of system to be simulated and the intended training aims, an upper feasible cost limit for the simulation system can be defined which is related to the cost of the original equipment and very much also to the cost of creating identical training situations in reality. If the simulator technology profile is compared to this training-specific measure, an excellent tool results to take the appropriate design decisions, or to assess the feasibility of a proposed simulator system. This analysis may serve to indicate the direction the technical progress should take and development efforts have to be invested in order to allow for more cost-efficient and training-effective systems. Examples of driving simulators (tank, truck, tram) in use or proposed in Switzerland are viewed under these aspects, and key technologies are identified which are expected to make significant progress in order to make simulators more feasible as an alternative to purely “on-the-road training. This method of analysis is also very well applicable to other kinds of training simulators.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PROCEDURES FOR EVALUATING FORCE 
CUEING IN TACTICAL TRAINING
SIMULATORS

Richard J. Heintzman
SIMTEC Incorporated

James D. Basinger
Training System Product Group
Wright Patterson AFB OH

The pilot in the aircraft constantly experiences various forces on the body that shape the pilot’s “control behavior”. These forces provide cues, consciously and unconsciously, about the accelerations of the aircraft resulting from pilot control input, aircraft operation, and the environment. In a static simulator, these cues are not present. As the use of training devices increases for distributed mission training and combat rehearsal, the contribution of force cueing needs to be established to ensure that the combat pilot’s behavior and performance in the simulator will be as close as possible to that in the aircraft. A study conducted for the US Air Force by SIMTEC, Inc., Manassas VA, concluded that the effectiveness of potential force cueing devices could be best determined by conducting operational evaluations in a mission context using experienced instructor pilots. The Air Force has successfully performed similar operational evaluations of visual combat simulators, under the “Vis-Eval” program. The study recognized that force cueing effects are much more subtle and harder to isolate than visual cues and, therefore, would be more difficult to evaluate. Because of this difficulty, and the fact that pilots may be unaware of changes in their control strategy in the simulator, it was essential that the force cueing evaluation be based largely on objective measures. This concept was tested and refined at the Flight Control Simulation Facility of the Air Force Research Laboratory at Wright Patterson AFB. The evaluation system included an F-15 cockpit, visual simulation, a dynamic seat, an anti-g suit, and COMBAT EDGE. A trial evaluation using operational pilots was conducted. This paper will describe the evaluation procedures and the results of the trial evaluation as well as future force cueing evaluation concepts.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


SUPPORTING THE DESIGN OF SIMULATORS
 FROM A TRAINING POINT OF VIEW

Daniëlle M.L. Verstegen
Yvonne F. Barnard
TNO Human Factors Research Institute

Simulators are frequently used for training, especially in technical and military environments. Field studies showed that the development of training simulators is often system oriented, and that the possibilities for the support of (individual) instruction, practice and feedback are not fully exploited. The effectiveness of training programs is hard to establish, because there is little attention for systematic assessment of the trainees’ performance. The MASTER methodology was developed to support the determination of functional specifications for training simulators and the design of simulator based training programs. The methodology takes training needs as the starting point and supports the designer to focus on training aspects during the iterative design process.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PERFORMANCE MEASUREMENT SYSTEM--IT’S TIME HAS COME

Conrad G. Bills
Lockheed Martin

The attempts to build performance measurement systems into simulation have been with high expectation, but have ended with limited outcomes. More often than not the performance measurement system was envisioned, implemented, and then set aside. Instructors did not include it among their tasks for simulator operation and instruction. Some have said the instructor operator station (IOS) was so complex that the instructor/operator did not have the time to also work the performance measurement system. Now with the growth in both computational power and software strength, the instructor/operator role can be significantly reduced. Integration of technologies such as voice recognition will simplify operator tasks and give time for more focused student training. Others have shown that the instructor does not allow deviations in student aviation training, so the traditional performance measurement of flight deviations was of little value to the instructor. Knowledge of instructor support systems has improved and understanding of performance measurement has matured. Trend analysis tied with artificial intelligence can become an advisor to the instructor, including the memory of learner profiles and the store of appropriate instructional strategy options. Close monitoring of student performance will give a capability for the right feedback to reinforce good choices and correct responses. The performance measurement system will not only improve training effectiveness, it will also improve training efficiency, helping reduce the overall life cycle cost. Thus the performance measurement system makes a weapon system more affordable. The time has come for the realization of the long held vision that performance measurement systems become an integral part of the total training system. This paper presents the historical background that has given us the lessons learned from past efforts in performance measurement. An approach is presented for development of a performance measurement system within the context of a total training system. This performance measurement system becomes a career companion for a full life-cycle of performance improvement.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


AUTOMATED PERFORMANCE ASSESSMENT TOOLS

Joh n Leddo, Ph.D.
Research Development Corporation

 Zhixiong Zhang
Research Development Corporation

 Robert Pokorny, Ph.D.
U.S. Air Force Research Laboratory

Measuring performance, whether to assess the results of training or select personnel for promotion, has never been more important. Organizations have generally been successful at defining criteria for satisfactory performance. Developing ways of measuring performance that are valid, reliable and economical to administer have been more problematic. Human evaluators are often costly and have low inter / intra-rater reliability. While automated assessment tools may be cost-effective and consistent across ratings, they tend to be limited in their understanding of the domain they are assessing. Hence, the quality of their assessments has been questioned. Research Development Corporation has developed PC-based automated performance assessment technology. The testbed is in-patient care provided by medical technicians. The technician being assessed performs required tasks in a simulated environment and is assessed according to criteria established in the Air Force Career Field Education and Training Plan (CFETP). The system uses both the technician’s behaviors during the simulation and responses to questions presented by the tool to assess performance. The tool outputs a score that is based on the CFETP scoring system and an explanation of the score to support training. The technology seeks to overcome limitations of other scoring systems by incorporating an expert model of the task being performed. The system represents the knowledge using RDC’s integrated knowledge structure (INKS) framework that contains knowledge of causal principles, goal and planning knowledge, procedures and factual knowledge (which correspond to the knowledge types outlined in the CFETP). The tool runs the technician’s behaviors through its expert model to determine whether the technician’s solution meets the task requirements. It follows up with questions based on the INKS knowledge types to insure that the technician not only can perform the task, but has the deeper understanding of its underlying concepts and principles.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


COMBAT MODELING IN THE CZECH ARMED FORCES

Robert Hulák
Milan Jirsa
Ji­í Pivovar
Military Academy in Brno
Department of Command Automated Systems and Informatics,

In November 1997 the Czech Republic Ministry of Defense has decided to establish a centre for modeling and simulation at the Brno Military Academy which has both the scientific and technical potential available for ensuring its activities. The centre should provide the running of simulators from technical point of view, develop and create combat simulating models and ensure its own operation for the needs of commanders, staff and crews of combat systems training. Based on the Command and Staff Faculty’s requirement, it has been decided to develop a two-sided simulating combat model of ground forces at brigade/batalion level. The model shall serve for both commander and staff training in conducting combat activities on the Czech Republic territory and the training of post-graduate students during the teaching process. The model HW project consists of a server, computer of the excercise leader, six workstations for two groups of staffs, I/O equipment, recording device and a large scale display device for repeated presentations of the excercise course. The SW is the modular structure consisting of modules for combat situation solution, environment conditions creation, distribution of the combat results and databases of maps, forces and tactical symbols. The combat modules comprise: direct combat, reconnaissance, C3I, air force activities, engineering support, movements and logistic support. The terrain modules involve terrain, weather and day time. The combat solution may be solved in real time or in accelerated mode. The outputs are projected in graphic and written forms. It represents display of combat situation on the workstation monitors or situation plotting on maps, and the printing of combat result tables. The process of simulation can be interrupted by the excercise leader intervention. The entries of commanders and staffs into the model during the simulation are performed through the C3I module. The time step of simulation is adjustable.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


CENTAURE: THE FRENCH ARMY COMBAT TRAINING CENTER (CTC)

Claude CRASSOUS de MEDEUIL
Olivier GAUTHRON
THOMSON TRAINING & SIMULATION

The decision by the French Army to set up their own combat training center dates back to year 1993. At that time, visits to the Fort Irwing CTC, and training sessions of French units at the Hohenfels CMTC showed the possibility to provide realistic combined arms 1 training to company 2 commanders.

In 1994, the French Délégation Générale pour l’Armement (DGA) started a series of experiments called SYSTREC 1 then 2. These experiments consisted in instrumenting a dozen tanks to locate them, collect data from the DFWES's (Direct Firing Weapon Effects Simulators) and send these data out to a central system. Based on that core, an organization called the CENTEX has been set up at Mailly (an Army site 200 km east of Paris) and has been organizing experimental training sessions. Following the success of these training sessions, the project for a Combat Training Center (CTC) took shape together with CENTAURE, its information processing, communication and instrumentation system. After a qualification phase, two consortia individually led by THOMSON-CSF and MATRA were notified in March 1996 to concurrently develop a definition survey accompanied with technological demonstrators.

In the same time the French Army was increasing the capacities of the CENTEX, which became the CENTAC. In October 1997 a new version called CENTAURE G1 allowed to train a tank company on the basis of one training session per month, then two per month in 1998 (see ref. [1]). In December 1997, the DGA chose the proposal of the THOMSON-CSF led consortium for the development of CENTAURE G2, whose initial version will start servicing in late 2001. This paper presents the CENTAURE G2 system, through its operational requirements, imposed constraints, its architecture and the component selections made.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE CANADIAN NAVY’S SOLUTION TO 
SIMULATION-BASED COMMAND TEAM TRAINING

Lieutenant-Commander Steven Yankowich
Canadian Navy

Over the past decade, the Canadian Navy has undergone a comprehensive equipment modernization program. While the introduction into the fleet of complex and expensive equipment systems enables the potential for substantial enhancement of operational capability, full realization of this potential is contingent upon the availability of system specific, high quality simulation-based command team training.

Traditional reliance on academic instruction reinforced with prolonged “at sea” experience is a costly and increasingly inefficient means for satisfying this training requirement. System complexity and capability, coupled with reduced operational budgets and fewer available sea days, have necessitated implementation of more efficient and cost-effective command team training processes. In recognition of this deficiency, the Canadian Navy has identified a requirement for a high fidelity simulation-based trainer enabling joint multiple ship command team training in a realistically simulated multi-threat, multi-platform, time stressed environment.

Canada’s HALIFAX Class Frigates employ a fully integrated architecture in which all ship-borne sensor, weapon and communication systems are interfaced to the central Communication, Command and Control (C 3 ) system. Adequate command team training must be conducted with a training system which accurately replicates all the functions and information processes of the real C 3 system. Moreover, the training system must enable the creation, control and monitoring of dynamic real-time multi-platform exercises. This paper examines the unique, cost effective simulation-based trainer architecture, through which the Canadian Navy is combining established in-service training systems technology with powerful Commercial-Off-the Shelf (COTS) product driven solutions in order satisfy the HALIFAX Class command team training requirement.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE DISTRIBUTED JOINT TRAINING PROGRAM 
WORLDWIDE TRAINING, REHEARSAL, AND EXERCISE MANAGEMENT

Stephen B. Moore/Gregory F. Knapp/Gary A. Reese
J7, Joint Training Program, U.S. Atlantic Command

As expressed in Joint Vision 2010, one of the Chairman's goals is that "Simulations…. be interconnected globally… Each CINC must be able to tap into this Global Network and connect forces worldwide…” This paper provides a vision for a system that meets the JV 2010 challenge. In 1997 several CINCs and the Joint Warfighting Center validated the need for “CINC Distributed Training” by proposing this as an Advanced Concept Technology Demonstration. A worldwide-distributed joint training program would bring unique capabilities to USACOM and other CINCs, including the ability to:

? join forces to train Joint Task Forces in-garrison;

? rehearse missions;

? share training data/lessons learned;

? distribute simulations and exercise control; and

? provide distance learning and collaboratively schedule/plan exercises.

These capabilities are not currently available due, in part, to cost and technological constraints. As envisioned, this system would take a holistic approach to fulfilling the needs of the Joint Training Program, leveraging the “best of breed” successes achieved at the Joint Training, Analysis, and Simulation Center (JTASC). This effort would reduce DISA, OSD, CINC and Service costs for exercise travel, engineering/acquisition, and augmentation through improved infrastructure and process automation. New multi-level network security solutions would enable coalition training. The system architecture would be based on the HLA, JTA, DII/COE, emerging digital library, and DoD distance learning standards forming the foundation for a distributed joint training "digital nervous system". This paper describes the development and operational employment of a distributed joint training program. It defines academic, planning, and execution functional requirements. It demonstrates the efficiency and effectiveness of various distributed training operational configurations.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


EMBEDDED TRAINING ON THE AAAV: THE EVOLUTION 
FROM A COST EFFECTIVE PERSPECTIVE TO A MISSION ESSENTIAL RATIONALE

Charles A. Beagles, Ph.D.
Veterans Benefit Administration
Orlando FL

David E. Lincoln
MKI Systems
Woodbridge VA

David J. Daly, Ph.D.
Naval Air Warfare Center Training Systems Division
Orlando FL

DOD and the Services have long supported the incorporation of embedded training (ET) in the design of new weapon platforms as a means to increase forward readiness and to reduce life cycle costs. However, the early incorporation of embedded training is extremely difficult because ET requirements must be defined in sufficient detail (e.g., functions, tasks, weapon subsystems impacted, ET component size, etc.) for subsystem/component trade-off decisions at each system level engineering design review. These early functional definitions require estimating component performance, miniaturization, and costs five to seven years into the future. This paper addresses the issues and demands of incorporating ET into the Marine Corps’ Advanced Amphibious Assault Vehicle (AAAV). This discussion follows the sequence of critical issues identified in “A Guide to Early Embedded Training Decisions (Witmer and Knerr, 1996). These issues and associated AAAV design reviews were the basis of an unexpected result. As data matured, and more defined analyses were conducted, the overpowering rationale for the incorporation of ET into the AAAV shifted from a cost benefits perspective to a “mission essential” rationale, given the expeditionary nature of the Marine Corps.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


MERGING HLA WITH A VIRTUAL SIMULATOR: AN EXPERIMENTAL STUDY

Hans-Peter Menzler
Guenter Hopmann
Competence Center Informatik Gmbh

The High Level Architecture promotes an object oriented view on the public profile of a simulator. In some way, the HLA Simulation Object Model (SOM) represents a simulator’s skin, being capable to transform and to transport signals from inside to outside or vice versa. In order to gain experience with the HLA, a project has been outlined to finally couple different kinds of simulators (federates) via the Run-Time Infrastructure (RTI). The virtual simulator to be discussed here has been developed by using COTS-products, for example the SGI-hardware together with the SGI-Performer software. This simulator serves first as an active driver federate and secondly as a 3-dimensional viewer to display a 2-dimensional traffic simulation, remotely coupled to the federation by using a 64 Kbps Integrated Services Digital Network (ISDN) -line.

The software architecture carefully avoids any HLA-specific aspects to be part of the virtual simulator. However, both, the federate representative and the virtual simulator become a perfect whole by means of a suitable class architecture. Since the project has been started from scratch, the paper addresses all phases of development. The SOM is based on the recent Real-time-Platform Reference (RPR-) Federation Object Model (FOM). The programming language is C++.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DISTRIBUTED SYNTHETIC NATURAL ENVIRONMENT
REPRESENTATION FOR PARALLEL DISCRETE EVENT SIMULATIONS

Thomas Stanzione
Forrest Chamberlain Dr. Alan Evans
TASC SAIC

Distributed heterogeneous simulations pose many problems for representations of a temporally and spatially consistent synthetic natural environment (SNE), especially if that environment is dynamic. The generation and distribution of the SNE in the run time formats of the simulation applications is one hurdle that must be overcome. In a dynamic environment, this data must be updated in an efficient, consistent manor as the exercise is taking place. Parallel Discrete Event Simulations (PDES), such as JSIMS, pose additional problems for a dynamic SNE. For instance, optimistic approaches may require that changes made to the simulation environment be “rolled back” if a simulation entity needs to revert to a time previous to the change. Changes to the SNE may require large amounts of data and processing time, so this requirement has serious run time implications. Also, each simulation entity may require a different view of the environment, depending on its location and notion of simulation time. Under the DARPA Advanced Simulation Technology Thrust program, the Framework of Reusable Objects for the Synthetic Natural Environment (FROST) project is working to identify and address these issues, in order to provide a dynamic SNE representation that could be used in a distributed PDES simulation, such as JSIMS. The FROST approach is to develop a ground truth environment management system that uses PDES events for database updates, along with a commercial object oriented database management system. This paper will describe the issues associated with a distributed SNE in a PDES environment, how our approach addresses these issues, and our design efforts to date.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


VIRTUAL NATURAL ENVIRONMENTS FOR THE 21ST CENTURY

David Whitney*
Dana Z. Sherer
Robert Reynolds
Peter Dailey
Chuck Medler
TASC

Technology to provide realistic virtual natural environments (atmosphere, ocean, and space) for distributed simulations is a relatively recent development that will have a wide-ranging impact on the next generation of constructive, manned trainer, and analysis simulations. Significant recent research has laid the groundwork for expanding growth in this area and the introduction of these new levels of environmental realism in operational simulations. This paper describes a vision of how these emerging technologies will form a unified framework for creating, managing, modifying, and distributing environmental data and effects. Technologies to enable this vision will be discussed, including: desktop numerical weather prediction models for user-controlled weather scenario pre-exercise generation; interactive run-time modification of the environmental state to support exercise control; production of exercise meteorological and oceanographic chart products that reflect imperfect forecasting or data acquisition capabilities; and architectural options for enabling environmental effects computations to meet different simulation requirements. The state of the art in these areas, as well ongoing research that will lead to twenty-first-century system implementations, is presented.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


A HIGH-FIDELITY MODELING AND SIMULATION 
SYSTEM USING HLA AND JAVA

Shon D. Vick
Dennis Patrone
Tony Nardo
The Johns Hopkins University Applied Physics Laboratory

The Near-Shore Tactical Reconnaissance (NSTR) Program is a high-fidelity modeling and simulation effort supported by DARPA/TTO. The goal of the effort was to develop and demonstrate a high-fidelity modeling and distributed simulation environment to support warfighter planning and performance evaluation in the noisy, highly variable, threat-rich littoral environment. NSTR features high-fidelity modeling of the environment, propagation conditions, sensors and threats. The system can be operated in a static performance-prediction/mission-planning mode for initial placement of sensors and threats as well as a standard dynamic simulation mode. The system architecture supports running either as a stand-alone system or as a federate in a distributed simulation.

The modeling and simulation executive components of the system have been constructed employing the High-Level Architecture (HLA) distributed simulation programming environment. The system was engineered to be in compliance with DMSO mandates for HLA. Construction of the Object Model Templates for the HLA federates was automated using an OMT design and documentation tool that proved invaluable in the evolution of the system. Interaction with the system is accomplished via a networked computer or PC through a Java based interface. This interface incorporates a point-and-drag/enter human-computer interface to allow for rapid, extensive scenario development and what-if performance evaluation analyses. This component employs many new features of Java including object persistence, the portable native method interface, the delegation based event model and other advanced techniques.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


REAL-TIME FLIGHT SIMULATORS UNDER NT

Joseph Dube
Intergraph Corporation

 Eric Anschuetz
Mark Biddle
Sam Giambarberee,
Bruce Riner
NAWCTSD

Large-scale training simulation systems have historically required a real-time operating system to function deterministically. First generation operating systems were no more than a program loader. Second generation systems, which are the bulk of the existing production simulators in existence today, have proprietary operating systems written by computer companies focused on real-time. Third generation systems, which have been in existence for about ten years, took the standard Unix kernel and modified it to have all of the real-time characteristics of the proprietary operating systems with a look and feel that was recognizable by anyone with a Unix background. Running flight simulators under Microsoft’s Windows NT would be the next evolutionary step. The main driving factors for this are the low-cost COTS hardware platforms and COTS software solutions. For Windows NT to be effective as a flight simulator operating system, it must have the ability to handle IEEE Posix.4 components such as Synchronous and Asynchronous I/O, Semaphores, Processor memory locking, shared memory, priority scheduling, fast interrupt response times and interprocess communications. Not only must NT support these functions, but also it must be modified to make these features the most time-critical functions of NT. This paper examines the problems associated with porting flight simulation applications to NT. This will include the real-time support issues as well as GUI conversion problems associated with X-Windows to Microsoft Windows.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


OPERATING SYSTEMS FOR TRAINING DEVICES: 
DOES IT MAKE A DIFFERENCE?

Bruce Johnson
Silicon Graphics Computer Systems

Operating systems are a lot like children. When they behave, nobody notices them, but when they misbehave, they get the attention of everyone (take, for instance, the recent widespread publicity of year 2000 problems). Today’s simulation and training devices utilize more computers than ever before. These computers operate under the control of everything from embedded, ROM-based kernels to large, multiprocessor-based operating systems. With all these different computers and operating systems, most developers and end users would like to see more use of standard, general purpose operating systems for a larger and larger variety of tasks. Until recently, a standard operating system meant that a variant of UNIX or at least a POSIX compliant OS was being used. Recently, however, users and developers are embracing Microsoft Windows NT for virtually every training task from desktop CBT devices to full scale Computer Image Generator (CIG) systems. Yet what are the implications of doing this? Specifically, what are the problems and/or risks in using Windows NT for real-time training applications such as host computers and CIG systems? Since Silicon Graphics delivers different operating systems for different hardware platforms (and is both a source code licensee of Microsoft Windows NT® and a developer of a UNIX-based, real-time operating system), they have extensively researched and evaluated these issues. This paper assesses which real-time operating system features are simply desirable and which are absolutely required - and for which applications. It also directly compares the real-time features of Windows NT with several current real-time UNIX operating systems. Finally, it evaluates various Windows NT real-time extensions indicating what they provide, when are they necessary and what are their drawbacks.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


HUMAN FACTORS ENGINEERING: INCORPORATING HUMAN
SYSTEMS INTEGRATION INTO SYSTEMS DESIGN

Scott L. Smith
Sheon H. Mendoza
Dr. Dean L. Schneider
Air Force Human Systems Integration Office

DoD policy has introduced Human Systems Integration (HSI) terminology into the Human Factors Engineering (HFE) community. DoD 5000.2-R, Mandatory Procedures for Major Defense Acquisition Programs (MDAPs) and Major Automated Information System (MAIS) Acquisition Programs, requires a “comprehensive management and technical strategy for human systems integration...” be implemented for major acquisition programs. While the policy introduced the term, the process to implement HSI is often confused with human factors engineering. Human Systems Integration is the integration of seven distinct elements (Manpower, Personnel, Training, Human Factors, Safety, Health Hazards, and Survivability) within the system requirements and development process to achieve enhanced combat capability and reduced life cycle cost (LCC). These human elements were brought together to focus on the human’s impact on the entire system’s effectiveness and affordability. Incorporation of HSI design constraints and parameters in the development of a system ensures that humans are integrated into the system instead of accommodated after the system is designed. Human Systems Integration starts early in the requirements definition phase to identify human constraints and parameters and continues through to validation. Human factors engineering is the mechanism for implementing HSI into system design. Within HFE, trade-off analyses are conducted to balance the human constraints and parameters with the other system design constraints. This paper presents the US Air Force definition of HSI and the process we use to insure the integration of the human into our weapon system designs.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


JOINT COLLECTIVE PERFORMANCE MEASURES: 
PERFORMANCE VALIDATION THROUGH MEASUREMENT.

Bob Fleming
Joe Barto 
Dr. Carol Johnson
Camber Corporation - Hampton, VA DMDC - Monterey, CA

As a result of the 1992 Joint Training Review, the Chairman, Joint Chiefs of Staff (CJCS) directed that the Joint Staff develop and institutionalize a requirements based training system to better focus DOD’s training resources and return a better trained and more ready Joint Force. The first step was to define the capabilities required in terms of Task, Conditions, and Standards using the Universal Joint Task List (UJTL). Ideally, joint training should use the Joint Training System (JTS) process to translate missions to capability requirements using the UJTL. Once requirements are defined, training objectives are developed and events designed to accomplish those objectives. This process provides focus and discipline to the planning, execution and evaluation of events and will provide performance data to assess mission readiness. A tremendous amount of energy has been invested to implement the system and the resource expenditure must be justified in terms of increased organizational performance. Organizational performance in DOD is measured in terms of readiness. The JTS is based on an analytical process of translating missions capability requirements to tasks, conditions, and standards to describe the level to which people must perform to accomplish the task. Consequently, the ability to measure the organizational performance of the tasks is essential.

This paper describes the analytical framework and reviews the research on collective performance measurement. It challenges the community to review the performance measurements in the UJTL to determine the sufficiency of those measures identified and make recommendations for new measurements.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE ROLE OF COGNITIVE AGENTS IN THE 
DESIGN OF COMPLEX
SYSTEMS

J. L. Eilbert
CHI Systems, Inc.

 G. E. Campbell
Naval Air Warfare Center Training Systems Division

 T. Santoro
T. L. Amerson

Naval Submarine Medical Research Laboratory

 J. A. Cannon-Bowers
Naval Air Warfare Center Training Systems Division

Many training problems arise when complex systems are designed without taking into consideration the capabilities and limitations of human operators. While many people agree that the human should to be treated as an integral part of the system from the earliest steps of design, there is not an established set of methods and tools to support this approach. The purpose of this paper is to describe how the integration of cognitive agents into a design environment could lead to a better, more easily trainable, system. The design environment must support the many steps in the transition from a set of system requirements to cutting and bending metal for a system prototype. Along the way, CAD drawings of hardware components, schematic diagrams of circuits, and software plans all have to be created. Tools to support these activities, such as CAD applications, have existed for quite a while. However, other types of support would also be helpful. Specifically, there are two key steps in the overall design process, the selection of candidate designs and design evaluation, in which we see cognitive models potentially playing an important role. First, in selecting candidate designs, engineers need to do a multi-dimensional optimization over a large number of candidates based on various heuristics. A cognitive agent (or set of agents) can aid or take over parts of this activity by modeling the procedures followed by design or human factors engineers. Second, in design evaluation, the cognitive agent would be a model of the human operator (or team of operators) of the complex system being designed. This model interacts with a simulation of the system and allows repetitive testing against a wide range of environmental conditions. While cognitive agents will not completely replace humans in either step of the design process, the development of these agents should both reduce development costs and provide a better, more easily trainable, final design than current practices.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


FORCE AND VIBRATION CUEING WITH A MULTI-AXIS DYNAMIC SEAT

Phillip Corlyon
Tom Humphrey
Camber Corporation

Flight or part task trainers are often restricted to fixed based operations due to budget or facility constraints. Studies have shown that the training in fixed based devices is generally less effective than the training in a full motion device. Early generation hydraulic or pneumatic powered G seats attempted to overcome this deficiency with mixed success. Limited axis cueing and excessive latency were just two of the deficiencies which prevented universal acceptance of these devices as adequate replacements for motion bases. A prototype, multi-axis dynamic seat has been developed to evaluate the effectiveness of small motion or force cues in performing mission related tasks. The design is based on a dynamic seat developed and tested by the Defense Research Agency (DRA)/Cranfield in Bedford U.K. The design concept of the dynamic seat is to produce skin pressure and limb orientation giving the pilot the impression of motion  from limited seat movements. Force and vibration cueing is provided by vertical movement of the seat pan and seat bucket independently, and by forward and lateral movement of the seat back pad. Although all of the seat motion is translational, movement of the proper component can simulate rotational motion. A tactile sound transducer is mounted to the seat frame to provide vibration at the higher frequencies. An initial pilot evaluation of the dynamic seat in a flight training device produced a very favorable response.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


HUMAN FACTORS IN AN ARMORED VEHICLE SIMULATION PROJECT

M. Greenley G. Downs Major M. Espenant
Humansystems Incorporated Computing Devices Canada Ltd. 
Department of National Defence

The Advanced Land Fire Control System (ALFCS) is an advanced technology demonstration project for the research and development branch of the Canadian Department of National Defence. ALFCS consists of a full-motion simulator of an Armoured Fighting Vehicle (AFV) turret, and a future Fire Control System (FCS). The ALFCS virtual environment includes a 6-DOF motion platform driven by sophisticated vehicle models and high-fidelity computer-generated visual and infrared imagery. The entire simulation system is re-configurable, facilitating investigations into a variety of alternate host vehicle configurations, and is capable of interfacing to other simulators. This four-year development project is being completed by a multi-disciplinary team, which includes a Human Factors Engineering (HFE) team. This paper outlines the Human Factors Engineering program which follows the guidance of Mil Std 46855 and the MANPRINT system. The resulting design support is comprised of Human Factors input in the areas of system and task analysis, function allocation, interface design support, crew station layout, human performance in simulation, usability testing, training system development, and AFV gunnery human performance evaluation trials. A unique and very successful aspect of this HFE program includes the extensive involvement of the AFV community from Canadian armoured units, which are involved in usability and human performance trials two to four times per year. One group of AFV crew participants is the “User Group”, which is involved in design concept and usability trials twice per year, while the other group consists of “Active Tank Crews”, who participate in extensive human performance Lab Evaluations. These Lab Evaluations require users to be fully trained in the future system and the simulation, and then participate in design study and operational scenarios to evaluate the simulation and the FCS using measures of task performance, usability, workload, and situational awareness. This paper describes the HFE program over the four-year development effort, and reports on progress and lessons learned through the first two years.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMPROVING INSTRUCTOR OPERATOR STATIONS 
TO ENHANCE ELECTRONIC WARFARE TRAINING

Robert T. Nullmeyer
Glenn D. Cicero
Warfighter Training Research Division
Air Force Research Laboratory

V. Alan Spiker
Anacapa Sciences, Inc.

 Steven J. Tourville
Jerry S. Thompson
Raytheon Systems Company

Advances in modeling and simulation technology are rapidly increasing the fidelity of tactical training for aircrews, especially in the electronic warfare (EW) arena. Unfortunately, the tools that allow instructors to monitor and manipulate these complex training environments have failed to evolve accordingly. Sixteen experienced instructors and engineers were interviewed to identify problems with the Instructor Operator Station (IOS) used to control simulation-based training environments at the 58th Special Operations Wing (58 SOW). Thirty-four problem areas were identified, and then rank ordered. Three areas emerged as most problematic: lack of sufficient information about the mission environment (terrain, cultural features, planned waypoints, etc.); excessive levels of effort required to modify the EW environment (e.g., up to 25 steps to manipulate a threat); and a “Spaceball” that is difficult to operate and unreliable. Instructors reported that training effectiveness can be enhanced substantially by manipulating the simulated EW environment. However, the procedures were so complex and time-consuming that it is unrealistic to make these changes while instructing students. To improve instructor control and situational awareness, several IOS display enhancements were examined on a “proof of concept” basis: (1) a digitized JOG chart was added, (2) the entire display was re-hosted using a X-windows and Motif format, and (3) the touch-screen and “Spaceball” interfaces were replaced with a user-friendly Trackball. Termed the Enhanced-IOS (E-IOS), these changes were implemented in a stand-alone workstation emulation and subjected to controlled testing using twelve instructors. The E-IOS led to significantly faster threat manipulations, lower difficulty ratings by instructors, and more accurate range and bearing estimates between ownship and other objects of interest. On the basis of these results, it is anticipated the E-IOS changes will be implemented on 58 SOW simulators, at which time impacts on training will be assessed.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


SYNTHETIC ENVIRONMENTS: AVATARS WITH ATTITUDES

Centre for Human Sciences.
DERA Farnborough, Hants, GU14 OLX, UK

The author wishes to acknowledge the help provided 
by Gregory Harland Ltd (UK) and Dr J. D. Fletcher
Institute for Defense Analyses (US).

Much progress has been made recently by national and international technical demonstration programmes on the development of Synthetic Environments. In evaluating these programmes, many commentators have pointed out how application of findings from the Human Sciences can increase the scope and effectiveness of these environments. They have called for more Human Science, but often in unfocussed and overly ambitious ways raising expectations that the Human Sciences cannot yet meet and overlooking important contributions that are ready to be made. This overview describes key characteristics of Synthetic Environments and identifies key areas in which the Human Sciences can and should contribute. The overview identifies limitations that currently exist in applying Human Sciences to Synthetic Environments. The paper also discusses ways in which the Human Sciences should and should not be used for modelling physiological, psychological and social behaviour in Semi-Autonomous Forces; existing and still needed research in the management and control of simulation; assessment of simulation fidelity; measurement of training effectiveness; and applications in operational assessment and mission rehearsal.

A framework is provided to identify research priorities that will help satisfy the expectations of both technologists and users and that provide challenges that the Human Sciences can successfully meet. The impact and benefits of more focused and successful application of the Human Sciences to SyntheticEnvironments in both increasing the capabilities of Synthetic Environments and improving military operational effectiveness is indicated.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


INTEGRATING TRAINING THROUGH HYBRID 
DISTANCE LEARNING ENVIRONMENTS

R. Jeffrey Kidwell
Director, Business Solutions Group, VERTEX Solutions, Inc.

Distance Learning is in a state of rapid transition. Decreasing travel funds and federal mandates are requiring the use of technology to reduce training costs while organizations are attempting to maintain or increase training availability. However, traditional Distance Learning system designs generally center around a single technology that focuses on reaching a narrow training population. This framework can force an organization to attempt to fit all types of courses into a single technology delivery scenario that might not optimize the course subject matter. In order to best harness the power and flexibility of Distance Learning, maintain training effectiveness, as well as to achieve a cost beneficial program, a range of complementary technologies should be available to the training organization. An emerging concept in Distance Learning is the idea of the Hybrid Learning Environment. By integrating a number of technologies into a seamless delivery platform, organizations can reach a broader audience and increase both training velocity and throughput while maintaining training quality, effectiveness and interest. This paper’s central focus is on the lessons learned in the development of integrated systems that support Intranet/Internet, Video Teletraining, Video Teleconferencing, and Multimedia learning environments.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMPLEMENTING VIRTUAL REALITY MODELING LANGUAGE (VRML)
TO CONVEY SIMULATION INFORMATION

Robert Anschuetz (Veridian), Charlie Jones (Veridian)
Mike Garnsey (STRICOM), Paul Dumanoir (STRICOM)
Veridian and STRICOM

The U.S. Army’s Simulation Training and Instrumentation Command (STRICOM) has sponsored an initial effort to evaluate the applicability of utilizing the Virtual Reality Modeling Language (VRML) technology in the Modeling and Simulation (M&S) community. VRML is a platform-independent, graphical programming language used to generate images across the World Wide Web. In a sense, VRML is a three- dimensional extension to the HyperText Markup Language (HTML). Several M&S applications have been demonstrated thus far, with the most ambitious being a VRML stealth viewer that combines the technologies of VRML, HTML, Java, C++, DIS, HLA, and client/server communication.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


MPEG VIDEO CAPTURE FOR FULL- 
MISSION AFTER ACTION REVIEW

Louis C. Gallo
Vice President
Mediatech, Inc.

 Gordon G. Richards
Lead Systems Engineer
U.S. Army Simulation
Training and Instrumentation Command (STRICOM)

Advanced technologies for digital video capture and replay are fast emerging as a method for enhancing crew training and rehearsal. Some of these emerging digital video technologies were selected as the core infrastructure for a digital video record/replay system supporting the AC-130U Nav/FCO and Sensor Operator Testbed (AC-130U TB) at Hurlburt Field, Florida. This paper discusses the process of evaluation, design, and integration of an emerging technology solution to capture multiple synchronous channels of high resolution symbology, radar, FLIR, aural cues and crew intercom and play them back simultaneously and synchronously for instructor and student review. Selected channels of data can be captured at various fidelity levels for review either at the AC-130U TB using higher resolution MPEG2 encode /decode hardware or can be encoded into MPEG1 for playback from a laptop computer’s CD-ROM using Microsoft’s Active Movie MPEG1 software decoder. Topics covered include the requirement to evaluate simulation recording technologies available and the design, integration and fielding of the prototype software and hardware solution selected for integration into the AC-130U TB program. Technologies identified and their advantages and disadvantages include traditional linear videotape – both analog and digital, digital video compression algorithms to include motion JPEG and MPEG and their application for after-action review systems. Lessons learned throughout the development of this project will also be discussed. Additional discussion will provide insight into the various video standards, i.e., 875 line RS 343 and 525 line RS 170A and the challenges to preserve the highest fidelity in recording and playing back non-standard video content. MPEG2 video server and client technologies were developed for this project and their migration from current digital video and CD-R technology to DVD recording and playback envisioned for future technology enhancements to the system will also be covered.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


FEASIBILITY OF HARDWARE-BASED 
COMPUTER GENERATED FORCES FOR EMBEDDED TRAINING

Stephen A. Schricker
Robert W. Franceschini Amar Mukherjee
Institute for Simulation and Training School of Computer Science
University of Central Florida University of Central Florida

In one concept of embedded training, the goal is to outfit a military vehicle with computer hardware capable of battlefield simulation, and use this to train personnel in the field. The advantages are two-fold. First, personnel are trained on the same equipment they use in real-life exercises. Second, personnel can be trained locally; there is no need to transport them to dedicated simulation facilities that house expensive, single-use machinery. Such a training environment could benefit from the use of Computer Generated Forces (CGF) to provide automated opponents against which personnel may train. However, a critical problem with the use of CGF in embedded training is space: current CGF systems run on relatively large workstations that will not fit into operational equipment. This paper discusses the feasibility of one technical approach for effective embedded training using CGF systems: hardware-based CGF. Rather than using an unwieldy and expensive high-performance workstation to provide the CGF functionality, it may be possible to construct a “CGF processor” using Very Large Scale Integration technology. A CGF processor would provide comparable performance at a size much smaller than the general purpose workstations currently being used for CGF applications. This miniaturized “CGF-on-a-chip” would fit into preexisting onboard computer systems in operational equipment, eliminating the need for bulky workstations to provide CGF.

This paper identifies the set of operations performed by a CGF system, including those operations that are particularly relevant to embedded training, and are thus good candidates for implementation in hardware. The paper illustrates these ideas concretely by discussing a hardware algorithm for one CGF operation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE FUTURE OF THE WAC WINDOW A 26 INCH CRT REPLACEMENT

David L. Peters Angel Rodriguez
Diamond Visionics Co. STRICOM

The CCTT (Close Combat Tactical Trainer) Team training program was awarded in late 1993 by the U.S. Army. This simulation program, the largest ever awarded, has undergone an extensive development and testing program, and is scheduled to go into full production in 1999. In the fall of 1995 after prototype development and deployment, the supplier of the 26-inch CRT, the key component in the commander’s popped-hatch display, announced they would no longer manufacture the component, and no direct replacement was available. A Small Business Innovative Research (SBIR) contract was initiated through the Army SBIR program to recommend an alternative solution. The final recommendation is being developed in a prototype phase II contract, to be ready to fit within the final production contract to be let in early 1999. This same 26-inch CRT is used extensively in the Wide-Angle Collimated (WAC) window, with many thousand in use worldwide. The demise of the 26-inch CRT left the future of spare parts in doubt, as evidenced by the great concern voiced by present users of the CRT. The same SBIR Phase II program that has developed the 26-inch CRT replacement unit for the CCTT program has also funded the development of a replacement for the 26-inch CRT used in the WAC window. This new approach uses the fundamental building block of the micro-display devices just being introduced by display component vendors to produce a product that can be made to fit many display configurations, not being limited to available CRT bottle sizes. Scaling, improvement in optical characteristics, and other modifications are all made with relative ease, with no major NRE cost drivers as would be required if a new CRT is desired.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


ENABLING TECHNOLOGIES FOR EMBEDDED 
SIMULATION & EMBEDDED TRAINING

Hubert A. Bahr
HQ STRICOM AMSTI-ES

 Claude W. Abate
Sherikon, Inc

The army has placed a renewed emphasis on an embedded training capability as a result of lessons learned from the Advanced Warfighting Experiment (AWE) 97-06 on the potentials of digitization. Through the Inter-Vehicle Embedded Simulation Technology (INVEST) Science and Technology Objective (STO), the Simulation Training and Instrumentation Command (STRICOM) will develop the technology that will lay the foundation for incorporating embedded simulation into future and legacy combat vehicles. This paper presents current status and future evolution of the enabling technologies needed to fully embed these technologies into a combat vehicle. These ES systems will support both training and operational (go-to-war) enhancements for the Army XXI and Army After Next inventory of combat vehicles. The key enabling technologies for an autonomous vehicle capability include: low cost image generation, live-virtual object and terrain integration, virtual target injection into sensor displays, synchronized semi-automated player models, simulation filtering tool, intelligent tutoring system, time-based and UWB communication, and automated vehicle model development and optimization.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DEVELOPING SYNCHRONIZED PLAYER MODELS FOR EMBEDDED TRAINING

Vanna McHale
Wesley Braudaway Ph.D.
Science Applications International Corporation (SAIC)

The Synchronized Player Models (SPM) project supports the U.S. Army Inter-Vehicle Embedded Simulation Technology (INVEST) Science & Technology Objective (STO) Program [1]. The overall goal of the SPM project is to reduce the network bandwidth required to maintain synchronization between a Live vehicle, a Modular Semi-Automated Forces (ModSAF) player model simulation and its associated clone models in separate simulation environments. The SPM project conducted a series of experiments in order to determine the feasibility of the SPM objective. The first experiment, reported in this paper, focused on the ability to have computer-generated forces operate identically in separate simulation environments without requiring network communication. To obtain this level of synchronization it is necessary to have a repeatable ModSAF that provides simulation events (e.g., vehicle location events, firing events, damage events) that occur at the same simulation time in each run of the same scenario.

This paper discusses the use of repeatability to support synchronized embedded simulation and focuses on the modifications required to produce a deterministic, repeatable ModSAF. Experiments were conducted to test and demonstrate the repeatable ModSAF and are illustrated in this paper. These ModSAF modifications, that were developed in support of SPM, were the basis for developing the repeatability mode currently supported in the ModSAF version 4.0 baseline.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


BEHAVIOR MODELING FRAMEWORK FOR EMBEDDED SIMULATION

Amy Henninger
William Gerber
Ronald DeMara
Michael Georgiopoulos
Avelino Gonzalez
University of Central Florida

Although embedded training has become the preferred approach for training military forces, it is surrounded by a variety of technical challenges. The Inter-Vehicle Embedded Science and Technology (INVEST) Science and Technology Objective (STO) program explores technologies required to embed simulation in combat vehicles. One of these requirements is to provide a simulation environment in which computer generated forces, manned simulators, and live vehicles may interact in real-time. Unfortunately, providing this geographically distributed and untethered real-time interaction is severely limited by the communications requirements imposed by the need to convey large amounts of data between the respective players. By extending the concept of Distributed Interactive Simulation (DIS) dead-reckoning, a vehicle movement method, to the behavioral level, this limitation may be mitigated. The Vehicle Model Generation and Optimization for Embedded Simulation (VMGOES) project at the University of Central Florida is focusing on this aspect of the INVEST program. This paper presents the specifications and development process of VMGOES.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


SIMULATION'S ULTIMATE CHALLENGE

Thomas L. Clarke
Institute for Simulation and Training
University of Central Florida

The ultimate challenge for simulation is consciousness. While great progress has been made in simulating many aspects of intelligence for applications such as ModSAF, the full simulation of consciousness remains elusive. From the time of Descartes to the early 1990’s, science had regarded consciousness as the domain of philosophers and mystics, but this is rapidly changing, and recently scientists have begun to investigate the nature of consciousness and how it might be simulated. It is now becoming clear that the many separate aspects of intelligence modeled by AI: planning, target recognition, sensor fusion, etc, can only be integrated through a full scientific understanding of consciousness. In addition to the reasoning aspects of intelligence normally associated with AI, consciousness research suggests consideration be given to affective aspects such as emotion. This line of research may lead to more effective weapons such as smart bombs that “want” to hit their target and will do whatever it takes to reach that goal. Many professional-level conferences have been started to support research in consciousness. The biannual Toward a Science of Consciousness conference held at Tucson by the University of Arizona is the preeminent meeting in the field. The Sante Fe Institute is another center where non-linear dynamics and complexity theory are brought to bear on problems related to consciousness. The talk will discuss visits to Tucson and will make connections with CGF research in military simulation. Suggestions will be about how research in consciousness studies will provide the basis for a new generation of CGF's for the next century.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


DEVELOPING ALTERNATIVE TRAINING EVALUATION METHODOLOGIES

Angelique M. Reynolds
Naval Air Warfare Center Training Systems Division

 John P. Sheposh
Navy Personnel Research and Development Center

Modern military warfare depends on a smaller, dispersed force, with relatively junior leaders to command it. As a result, a number of training initiatives have been launched to achieve the level of personnel and operational  readiness crucial to building a cohesive body of war fighters. However, fiscal constraints dictate that training resources be administered judiciously. Therefore, it is important to employ evaluation methods that allow the examination of the relationship between training content and subsequent behavior. The importance of employing evaluation models that more rigorously assess the impact and worth of training can hardly be exaggerated. Otherwise, we run the risk of squandering resources by supporting training that may not be achieving desired goals.

The present research effort explored alternative evaluation methodologies for assessing training effectiveness based on recent cognitive research. The methodologies are: response latency and a varied Likert rating scale. The two elements are independent, yet related. Together, they are used to build up an accumulation of evidence for determining whether training is effective in bringing about desired goals. The purpose of this paper is to describe the development and test of these assessment procedures.

For testing purposes, these methodologies were applied to the leadership training continuum for enlisted officers and administered in the Computer-assisted Interview on Core Values in Leadership. Items for this instrument were developed based on rigorous classroom observations, training objectives and military charter analyses, and interviews. This effort employs a controlled experimental design. In general, the findings are promising. Consistent with our hypothesis, in comparison to the control participants, participants who received training responded significantly faster to value stimuli relative to filler stimuli. The results, overall, provide some support for the conclusion that the methodologies outlined in this study are viable alternatives to traditional paper-pencil surveys.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


USING A VIRTUAL ENVIRONMENT TO ELICIT SHIPHANDLING KNOWLEDGE

Michael K. Martin, Ph.D.
Elizabeth Sheldon
Steve Kass, Ph.D.
Andrew M. Mead, LT., Ph.D.
Sherrie A. Jones, Ph.D.
& Robert Breaux, Ph.D.
Naval Air Warfare Center, Training Systems Division

This paper discusses initial development of Virtual Environment Training Technologies (VETT) to facilitate knowledge elicitation, task analysis, and performance measure development for naval training. Primary components included on-going hardware and software development in the VETT test-bed, iterative prototyping capabilities, and flexible performance recording and review capabilities. The customer for this effort, the Surface Warfare Officers’ School (SWOS), envisions the use of virtual environments to train “seaman’s eye,” an expert perceptual technique currently learned through extensive apprenticeship training. The chosen target task for the R&D process was Underway Replenishment (UNREP). The process began with the use of standard Knowledge Elicitation (KE) techniques (e.g., document reviews and interviews) to obtain an

UNREP task description. This description was then used to develop a prototype simulation and a generic UNREP scenario on the VETT test-bed. Subject matter experts included Merchant Marine harbor pilots, visiting line Surface Warfare Officers (SWOs), and in-house expert reservists. The SWOs performed the simulated UNREP scenario while video was recorded from their viewpoint (i.e., first-person perspective). The videos provided further KE capability by permitting SWOs to explain what they did and why they did it in a context-specific manner during a debrief session. This arrangement produced more elaborate explanations than the initial interviews, apparently because it reminded the experts of subtle, nonverbal cues used to perform UNREP. The context-specific interviews stimulated more detailed discussions of the validity of the simulation and potential performance measures. Based on initial analysis, the prototype was taken to SWOS for a simulation validity experiment. Progressive refinements will be described and the results of a simulation validation experiment will be presented.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMMERSIVE VIRTUAL ENVIRONMENT FOR DISMOUNTED INFANTRY
TACTICS TRAINING AND MISSION REHEARSAL

Kenneth Nemire, Ph.D.
Interface Technologies Corporation

Virtual environments have been used to train perceptual motor tasks (Adams, 1995; Todorov, 1997), tactile/palpation tasks (Langrana et al., 1997), visual spatial tasks (Amburn & Marshak, 1996; Knerr et al., 1993; Regian et al., 1993; Witmer et al., 1996), social skills (Muscott and Gifford, 1994), and complex procedural tasks (Tate et al., 1997; Zeltzer and Pioch, 1997), for a variety of applications, including military. Immersive and fully interactive virtual environments have a number of properties that make them uniquely suited for supporting dismounted infantry training. A virtual environment (VE) is defined as an application that allows users to navigate and interact in real time with a computer-generated world. A VE can be presented in a desktop environment using a computer monitor as a visual display and mouse and keyboard for controls. In contrast, an Immersive, fully interactive VE (IVE) is distinguished by allowing the user to interact, by using a variety of manual and speech commands, within a multisensory, 3D computer-generated world that surrounds the user; turning one's head in any direction would result in looking at another part of the computer-generated scene. Both desktop and immersive VEs have an important role in dismounted infantry training. The dismounted infantry training application described in this paper can be used as either a desktop or immersive virtual environment application. infantry weapons on the simulated battlefield. Such a training simulator would also meet needs for mission planning and rehearsal on the electronic battlefield. Additional needs include real-time training in a three-dimensional simulated world; conducting contingency operations such as non-combatant evacuations, humanitarian relief operations, and combat search and rescue operations; conducting combined arms exercises to enhance interoperability among U.S. forces as well as with allies; transfer of training from the simulated to the physical environment; and minimizing risk to personnel, equipment, and the environment during training exercises.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


AVIATION EDUCATION FOR FUTURE PILOTS: AN INTEGRATED MODEL

Merrill R. Karp, Ph.D.
Arizona State University East

Over the past few decades, the surplus of Vietnam era trained pilots has been a major factor in determining military pilot training requirements. The airline industry, likewise, has relied upon the military for its primary source of experienced pilots. However, with these Vietnam era pilots now approaching retirement age, coupled with recent low military pilot training production rates, the United States faces a potential shortage of highly experienced pilots in both the military and the commercial airline industry. While programs have been developed to meet these shortfalls with increased training, consideration should also be given to improving the aviation education which is the foundation of flight training. In spite of the rapid evolution in the sophistication of modern aircraft, and the increased complexity of the flight and navigation environment, the aviation education process itself has changed very little over the years. This paper, which resulted from research conducted in the Aeronautical Management Technology Department at Arizona State University, addresses potential educational enhancements through the implementation of an integrated aviation learning model, the Aviation Education Reinforcement Option (AERO). The AERO model incorporates elements of the adult education paradigm, learning style theory, cooperative and collaborative learning techniques, and personal computer-based flight simulator programs, as a bridge between the classroom and the flight line. While this model focuses on a teaching strategy to improve retention and application for aviation education, it can also be applied to technical education in any learning environment.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


COOPERATION, TECHNOLOGY, & PERFORMANCE A CASE STUDY

Thomas Cavanagh
Interactive Media Corporation

 Sabrina Dickenson
Interactive Media Corporation

 Suzanne Brandt
Department of Veterans Affairs – VBA Employee Development and Training Staff

Using computer-based training as a medium for facilitating a cooperative-based learning environment is a concept that has recently been receiving a lot of attention. A combination of cooperative learning principles, technology-driven tools, and performance-based assessment have proven to be a successful approach for teaching technical skills, while at the same time reinforcing teamwork skills. The foundations of the Cooperation, Technology, and Performance (CTP) model are largely based on proven learning and assessment theories that have been combined to create performance-driven results.

This session will introduce the CTP model and how it is used by the Veteran’s Benefit Administration to achieve maximum return on investment. Application of the CTP model to other jobs and/or industries will also be discussed.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PROBLEM-BASED TEAM TRAINING: 
GUIDELINES FOR DESIGNING
SCENARIOS

Marcel P.W. Van Berlo
TNO Human Factors Research Institute (TNO-HFRI)

In problem-based learning environments the learners work actively on problem tasks in order to learn specific subject-matter. Often the learning activities are applied in a collaborative way. Because it is im-possible to train all variations of all tasks, the processes underlying effective performance should also be focused on. By means of guided group discussion and reflecting on the problems, the fostering of learn-ing-to-learn skills is stimulated: a deep understanding of the performance will increase the probability that learners will perform well in situations not encountered previously. Guided by a coach the learners dis-cuss about the problem tasks, and exchange experiences with each other. Although the current problem-based learning programs focus on mastering individual skills, this could be extended to team skills as well. Team training programs are primarily aimed at the behavioral and cognitive requirements of team task performance. In many cases, technologically advanced learning environments are employed, like Simulations, (distributed interactive) simulators, and virtual reality. In these learning environments com-plex problems can be practiced, requiring the team to work together in a coordinate way. Important con-ditions for effective team training, just as in individual problem-based learning, are adequate training sce-narios, appropriate guidance by a coach, and ample opportunities for reflecting on the learning tasks. The paper focuses on the iterative process of designing problem-based team training scenarios. A set of guidelines will be described comprising the following categories: (A) general approach, (B) structure of a scenario, (C) contents of a scenario, (D) training strategy, (E) team performance and feedback, and (F) role of the instructor/observer. Our experiences with these guidelines in specifying Training Support Packages for training teams in networked simulators will be discussed as well.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


RECOMMENDATIONS FOR USING VIRTUAL ENVIRONMENTS FOR
DISMOUNTED SOLDIER TRAINING

Bruce W. Knerr
Donald R. Lampton
Bob G. Witmer
Michael J. Singer
US Army Research Institute

 Kimberly A. Parsons
James Parsons
Institute for Simulation and Training

The U.S. Army has made a considerable investment in the use of virtual environments (VEs) for training. Beginning in the early 1980's with the SIMNET program, the Army has made a commitment to use virtual simulations to train combat forces and to evaluate new systems and operational concepts. While these simulations have predominately focused on training mounted soldiers, the need to train infantry and other dismounted soldiers has been recognized. Although VEs have the potential to immerse dismounted soldiers directly in simulations, there are few successful examples of their use to provide effective training. The effective use of VE for training requires more than just VE hardware and software. It also requires identification of the types of tasks for which VE training is most appropriate, the characteristics of VE systems that are required to provide effective training, and the training strategies that are most appropriate for use with VE. This paper presents selected recommendations for the use of VE for dismounted soldier training and mission rehearsal, and identifies future research needs. The recommendations and research needs are based on the results of our in-house research program, related programs in which we have participated, and the work of other VE researchers. Recommendations include identification of the types of tasks for which VE training is or is not appropriate, design recommendations for the VE interface, and ways to reduce side- and after-effects.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


APPLYING WEB-BASED VIRTUAL REALITY
FOR INCREASED FIDELITY OF INTERACTIVE COURSEWARE

Mr. George Paschetto
U.S. Army Armor School

 Ms. Terresa Jackson
Air Force Research Laboratory
Brooks Air Force Base, Texas

 Mr. Edward Arnold
Mr. Roland Garton
Global Information Systems Technology, Inc.
Whittman-Hart,Inc.

The Virtual Tactical Operations Center (VTOC) will provide an Internet-based simulation of the Tactical Operation Center (TOC) where teams of geographically separated student groups synchronously work together as a staff team to develop operations plans and orders. The teams use the Military Decision Making Process (MDMP) to systematically guide the course of action (COA) planning documents essential to tactical operations using armored vehicles. Some research points to enhanced information processing and more effective learning when depth of fidelity (virtual and three dimensional) increases.

The primary purpose of the VTOC project is to determine if the added dimension of depth provides a more effective learning environment for visualizing and analyzing COA solutions. In addition, the VTOC project will assess the effectiveness of collaborative learning over the Internet.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


AUTOMATED KNOWLEDGE ACQUISITION AND DYNAMIC
CURRICULUM SYNTHESIS FOR INTELLIGENT TUTORING SYSTEMS

Sheila B. Banks
Eugene Santos Jr.
Mark L. Dyson
F. Alex Kilpatrick
Artificial Intelligence and Human-Computer Interaction Laboratory
Air Force Institute of Technology

Wright-Patterson Air Force Base
Computer Science and Engineering Dept.
University of Connecticut
Storrs, CT
Air Force Office of Scientific Research

To realize the promise of fielding an intelligent tutoring system (ITS), the ITS requires a knowledge base from which to draw instructional source content. That knowledge must be first acquired and then represented in a tractable form; useful from both a computing standpoint and the point of view of presenting that knowledge to a student. In general, intelligent tutoring systems research to date has focused on the student and on methods for representing the student knowledge. From student models to learning schemas to presentation methods, comparatively little attention has been paid to the problem of educators attempting to build viable curriculum plans for use within an ITS environment. What is needed, before attempting to design and develop an ITS, is a methodology for defining and developing student curricula in a form directly related to ITS implementation. This methodology should be quantifiable both in terms of content and applicability, and able to accept feedback metrics on a given student's progress to modify the lessons and the curriculum plan.

In addition, the tool should be useful without requiring excessive training. In the literature, one finds numerous examples of knowledge representation schemes, from the idea of concept mapping to the hierarchical databases used in the Air Force's Instructional System Development (ISD) project. Even when projects provide an automated tool capability, educators face steep learning curves, a wide array of user interfaces, and a significant amount of manual development when constructing student curricula.

Our approach employs an automated knowledge acquisition tool, PESKI, to acquire the necessary information for student curriculum generation, utilizes concept mapping to represent that knowledge, and then maps that representation into concept vectors. We developed a prototype system, based on concept vectors, that accepts inputs from an educator via a world wide web (WWW) interface and returns a dynamic lesson plan.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE IOWA PROJECT: AN OPERATIONAL TEST OF 
INTEGRATED DISTRIBUTED LEARNING

David E. Robinson
A B Technologies, Inc.

Recent advances in computer and communications technology present the U.S. Army Armor School at Fort Knox, Kentucky with opportunities to attain greater effectiveness in its resident instruction–and wider dissemination of its learning programs–through the use of advanced distributed learning. This paper describes the conception, development, implementation, evaluation, and outcomes of an operational test conducted by the Armor School in collaboration with the Iowa Army National Guard to deliver instruction to a remote site using a variety of distributed learning media: videoteletraining, Internet based asynchronous and synchronous training, computer based training, and conventional paper based products. The Iowa Project employed synchronous and asynchronous elements, successfully prototyping a model for selecting and integrating several different, low-cost distributed learning media to prepare students for resident instruction. Further, the Iowa Project validated concepts for converting existing resident instruction into multi-phased, and multi-media, integrated distributed and resident learning. Armed with experience gained from the Iowa Project, the Armor School has embarked on a multi-year project to convert their courses from purely resident instruction into integrated distributed learning instructional programs.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


THE AIR FORCE JUNIOR ROTC DIGITAL VIDEO DISK INITIATIVE

Ms. D. Jule Zumwalt
Major Steven Soller, USAF
Air Force Junior Reserve Officer Training Corp

Dr. Richard P. Smith
Gerard Foret
AmerInd, Incorporated

The U.S. Air Force Junior Reserve Officer Training Corp (JROTC) staff is upgrading its training program to better leverage the advantages provided by today’s emerging technologies. The present system in place at over 600 training sites throughout the country relies on the coordination of several media (i.e., print, videotape, film, and videodisc) elements in the delivery of instruction. The recent emergence of Digital Video Disk (DVD) technology provides the potential to consolidate the various media into a single delivery platform. Of particular significance to the Air Force is standardization of delivery and the portability afforded by this technology. The development approach capitalizes on the availability of Commercial-off-the Shelf (COTS) hardware and software, and instructional content provided by the Air Force in producing a prototype lesson incorporating the latest advances in bar coding and DVD technology. The prototype system contains a graphic user interface that allows the instructor to display and control the content and flow of instruction, and to record relevant personal notations in support of the instructional content. Updates to the Instructor Guide stored on the system hard drive, will be achieved by delivering changes and updates via the Air Force JROTC “Cyber-Campus” network. This paper describes the DVD-ROM prototype development effort, identifies DVD-ROM hardware and software requirements, and describes significant technological challenges encountered during development and the methods developed to resolve them.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


IMPLEMENTATION ISSUES INVOLVED WITH SUCCESSFUL 
DISTRIBUTED LEARNING PROGRAMS

Joyce Madden
Naval Air Warfare Center, Training Systems Division

Navy personnel are currently exploring many avenues to transform their training environment, restructure the training systems infrastructure, and save scarce training dollars. Distributed learning is viewed as an important element in this restructuring.

Part of this restructuring involves reviewing the courses that are being taught and selecting, and in many cases redesigning, courses for distributed delivery. This is an important step in the process, but there are other elements of the training systems environment that are equally important for the success of distributed learning programs.

This paper will discuss the elements of the training systems environment that need to be reviewed, redesigned and, in some cases, created in order to help trainees successfully complete distributed learning classes. The elements are grouped into two categories - instructor related and trainee related. Some of the trainee issues discussed include lack of study skills, pacing themselves without the presence of an instructor, and feeling isolated without instructor and peer face-to-face contact. Instructors’ issues will include redesign of their courses to suit an environment that does not include any face-to-face contact with trainees, communication with trainees to resolve questions, and handling new demands on their time. Research and institutional experience available from industry, academia and the military services will be discussed to present new strategies and lessons learned in coping with the new distributed learning environment. The use of technology such as E-mail, chat rooms and desktop video conferencing will be discussed as to how it can be properly used to enhance the distributed learning environment and help ensure Navy training dollars are not wasted. Sample web sites will be discussed that exhibit some of the new strategies for delivering training.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


TOWARD GUIDANCE IN THE DEVELOPMENT

Katrina E. Ricci
Janis A. Cannon-Bowers
Eduardo Salas
Naval Air Warfare Center Training Systems Division, Orlando, FL

Steve W. J. Kozlowski
Michigan State University
East Lansing, MI

Due to funding constraints, there is an ever increasing demand to satisfy training needs as efficiently as possible, yet maintain high levels of combat readiness. To do so, tradeoffs are necessary, and, more and more, training must be accomplished on an “as-needed” basis. That is, it is necessary to rely less on formal school-house training (which has high overhead costs), and more on deployable training systems. Fortunately, opportunities exist to exploit advanced technologies and their associated cost savings through the design of shipboard training. This is particularly true when considering the training capability likely to be present in the next generation of Navy surface vessels (i.e., LPD-17, CV(X), and DD-21). Specifically, two training capabilities are likely to be prominent: 1) the capability to selectively generate a variety of simulated practice scenarios, and 2) the capability to monitor trainee performance in real-time and to generate extensive, detail, and specific information about the trainee’s performance. Thus, it is assumed that precise control of practic e and feedbac k will be key attributes of advance shipboard training systems. However, little attention has been paid thetheoretical foundation that best serves the ability to train afloat. Therefore, theoretically based principles of instruction must be addressed to guide the development of shipboard training. This paper is particularly focused on the use of embeddded/scenario-based training (a feature likely to be most valuable in future shipboard training) and the use of various provisions of feedback. OF SHIPBOARD TRAINING SYSTEMS


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


MISSION QUALIFICATION AND READINESS CONTINUUM

Kara Cross Kunitz
Lieutenant Commander Joseph Mihal

 Frank A. Lorenz
Star Mountain, Incorporated

 Gregg Morissette
Star Mountain, Incorporated

The first Mission Qualification and Readiness Continuum (MQRC) project was completed for the Navy’s H-60 Helicopter Flight Crewmembers in January 1998. The project was conducted at Sea-based Weapons and Advanced Tactics School (SWATS) and was successful in joining readiness, resources and training into a single integrated process. MQRC process accounted for all missions, tasks, and resources. Each mission was detailed to construct a “strategy-to-task” solution. Each task was permuted into an array of difficulty based on conditions of performance. MQRC identified over 70,000 individual objectives and tied them directly to resources. The resultant syllabus was designed to develop skill in all these areas and was successful in tying budgets to readiness targets. The MQRC syllabus was designed to encompass an entire flight career. This new process enables the Navy to accurately account for, and optimize, the resources required to achieve readiness targets. MQRC training process is “demand-based” skill development, not traditional “supply-based” knowledge transfer. The training continuum was engineered to maximize efficiency, effectiveness, and flexibility in all events. Its approach to skill development is four-dimensional and tactically relevant. Since skills carry over from mission to mission, MQRC process recognizes all missions where duplicate skill is required. MQRC utilizes the power of technology and inter-related relational databases to connect the warfighters with requirements and resource sponsors, acquisition managers, engineers, logisticians and operations managers.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


PREPARING FOR THE INSTRUCTIONAL TECHNOLOGY 
GAP – A CONSTRUCTIVIST APPROACH

Karol G. Ross, Ph.D. Jeffrey A. Halterman, MAJ
Raytheon Systems Company U.S. Marine Corps
Fort Sill, Oklahoma U.S. Army Field Artillery School

 Linda G. Pierce, Ph.D. William A. Ross
U. S. Army Research Lab Raytheon Systems Company
U.S. Army Field Artillery School Fort Sill, Oklahoma

Advances in technology have led the U. S. Army to design the Classroom XXI Master Plan (U. S. Army Training and Doctrine Command, 1996). This plan includes the introduction of an in-class simulation, and student and instructor integrated computer workstations to support student-centered, experiential learning at higher levels such as officer advanced training. The plan also encourages the U.S. Army schools to experiment with the use of technology. We proposed that full exploitation of the advantages of new instructional technology could only be achieved through a review of the training requirements, the learning process, and their relationships to instructional media. To address this issue, a Concept Experimentation Program (CEP) effort was conducted by the U. S. Army Research Laboratory to support the U.S. Army Field Artillery School's (USAFAS) Classroom XXI development. Phase I of the CEP included 1) an analysis of the training tasks in the Field Artillery Officer Advanced Course (FAOAC), 2) a review of instructional literature, and 3) a review of current and potential instructional media. Based on our reviews, we concluded that a shift in the Army's current training paradigm to a process that is less linear is desired at the advanced level. Specifically, a constructivist approach informed by Cognitive Flexibility Theory would best support the Army's plan. The theoretical basis of the approach, our refinement of the student-centered learning process, the role of constructivist instruction as a precursor to simulation-based training, and resulting design principles are described. In Phase II of the CEP, we designed and developed proof-of-principle courseware to illustrate the concepts developed in Phase I. User input during Phase II is described regarding desired design features and factors of user acceptance. Requirements for more complete development include research to design instructional facilitation procedures, the need for cognitive authenticity in constructivist instruction, and integration of learner motivation factors in design and development.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


MEASUREMENT OF COMMAND/CONTROL STAFF PERFORMANCE IN
TACTICAL TRAINING ENVIRONMENTS

Michael R. McCluskey
Naval Air Warfare Center Training Systems Division

 Jennifer E. Fowlkes
Summit Technologies

 Linda G. Pierce
Army Research Laboratory

 Daniel J. Dwyer
Naval Air Warfare Center Training Systems Division

A performance measurement tool known as TRACE (Tactically Relevant Assessment of Combat Events) was developed and used to assess Command/Control (C2) staff training. TRACE allows the collection of detailed process measures in an efficient, streamlined manner. Alternate versions of TRACE were developed for each of four organizational elements related to the C2 staff. The performance of teams within these elements was assessed during field-based tactical exercises driven by C2 equipment stimulators and a time ordered events list. Observers scored the performance of these teams using TRACE checklists that were either based on the timed sequence of activities in the exercise, or on tasks that were done routinely. Portable, hand-held computers automatically opened the required checklist at the required time for each observer/controller. The computers provided a substantial increase in the efficiency and accuracy of data collection. In general, performance of the C2 staff elements improved over the time period covered by the exercises. This paper will: (1) describe the training environment used for this measurement project, (2) discuss the development of computer-based, hand-held performance measurement tools for use in field-based exercises to assess C2 staff performance, and (3) present selected data summaries of C2 performance as captured by the measurement tools.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


KEY TEAM COMPETENCIES FOR NAVY AIR WINGS:
A CASE STUDY

Maureen Bergondy
Naval Air Warfare Center Training Systems Division, Orlando, FL

 Jennifer Fowlkes
Summit Technologies, Inc., Orlando, FL

James Gualtieri and Eduardo Salas
Naval Air Warfare Center Training Systems Division, Orlando, FL

Over the past decade, there has been a substantial amount of research aimed at the development of team training interventions. These efforts have resulted in guidelines, tools and methodologies that are being applied to a variety of small aviation and surface teams. The purpose of this paper is to examine a set of team competencies resulting from this work against critical incident data obtained for large tactical teams.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


JOINT DISTANCE LEARNING CENTER (JDLC): 
A COOKBOOK FOR JOINT VIRTUAL TRAINING

Wiley N. Boland, Jr., Ed.D.
Materials, Communication & Computers, Inc.

Within USACOM J7’s Joint Training, Analysis and Simulation Center (JTASC) an evolution is under development to provide a practical, no-nonsense, step-by-step approach to developing and conducting distributed interactive Joint Virtual Training programs and end products. Initially we began to consider a "cookbook" in the recipe-book genre. This cookbook was to support the JTASC's Joint Distance Learning Center (JDLC) and serve as a blueprint for proposing, cost-justifying, designing, developing, and training product delivery using new instructional technology tools and resources. The JDLC Cookbook was to take training requirements from planning the script to presenting the first lesson. Not only did we begin developing "recipes", but provide a look in the kitchen to see examples of available training programs and products. In describing training cooked up here in the JTASC, issues ranging from instructional design to security and learner tracking are surveyed. We now plan to provide descriptions and evaluations of the requisite authoring tools, tips, and issues from learners in the trenches, various instructional design strategies, and assessment options. Our cookbook approach would take you from the basics (the terminology, the hardware, the tools, the why of technology-based instruction) to the actual delivery of appropriate technology-based curriculum, with broad expeditions into several flavors of appropriate conduct, such as Web-based training. As all things evolve, so has the cookbook approach. Since beginning this paper, we are moving toward an item-description-checklist-lessons learned approach. Until now, there has not been a definitive reference for Joint Virtual Training developers. JDLC is a valuable resource for experienced trainers looking for information on new tools and techniques for technology-delivered training, for those interested in instructional applications, and for those concerned with ROI. In a day of rising concerns about joint forces' ability to hold its own in a fast-moving information age, JDLC offers not only a fresh approach but a definitive prescription how joint knowledge, skills, and attitudes can be lifted with the newest technologies.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


RE-ENGINEERING THE INTERACTIVE MULTIMEDIA INSTRUCTION
(IMI) PROCESS: A SKILLS TRAINING PARADIGM THROUGH COTS

Captain Aaron K. Aragaki
Studies and Analysis Squadron, Air Education and Training Command, USAF
Randolph Air Force Base Texas

An Air Education and Training Command (AETC) experiment to reduce the time and cost to design, develop and deliver Skills Training (ST) Interactive Multimedia Instruction (IMI) modules is discussed. Although full-blown traditional IMI has proven very effective, the development process is often slow and very costly. Interactive Courseware Development Flights (composed of a designer, developer, graphic artist, and an enlisted Subject Matter Expert (SME)) produce Level II IMI at approximately $14,000 per hour of instruction, with a development:instruction ratio of approximately 200:1. Cost models project it will cost AETC millions of dollars to design and develop Level II IMI across the command. In addition, AETC cannot continue to send students TDY to resident courses when the curriculum can be delivered more cost effectively via the Internet. ST is a brief, “no-frills” type of IMI that is developed by an SME.

ST is not a replacement to traditional IMI, but can be a cost effective alternative for learning objectives amenable to the ST paradigm. It is believed that incorporation of ST will enhance AETC efforts to convert/develop IMI and exploit the Internet. This experiment, begun Jan 98, is a proof-of-concept experiment of ST. SMEs utilized Commercial-Off-The-Shelf (COTS) tools to design and develop ST, and provide a medium for delivery and management. SMEs can create a substantial portion of ST, which can be further enhanced by experienced designers using additional COTS tools. The resulting ST is designed to work with a server-based training management system that runs in combination with a Web server on multiple protocols. This paper details the results of the experiment, including: design, development and delivery metrics; data analysis; return on investment; and ideas for large-scale implementation.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


NONRESIDENT COMPUTER-BASED TRAINING: 
EFFECTIVENESS EVALUATION

Dr. Thomas J. Hammell
Paradigm Associates

 Mr. Leonard C. Kingsley
Coast Guard Research & Development Center

The effectiveness of conducting computer-based training (CBT) at Coast Guard duty stations was determined in an experiment, comparing 3 training delivery approaches: 1) nonresident CBT course conducted at students’ duty stations; 2) resident CBT course (the same course) conducted at a training center; and 3) traditional resident instructor-led course conducted at a training center. The existing 1- week AN/WSC-3 UHF transceiver maintenance course was selected for the evaluation, with the CBT version developed by an independent contractor. Training effectiveness was determined using several measures, including student hands-on performance during the troubleshooting and repair of actual malfunctioning transceivers, pre- and post-training knowledge tests, and student reactions to the training. The nonresident CBT course conducted at duty stations was found to be as effective as the instructor-led resident course, and required substantially less training time. Follow-up interviews conducted with a subset of the participating duty stations found that students, commanders and other staff strongly support the implementation of nonresident training. They also found that staff were concerned about how nonresident CBT would be implemented; important issues and potential obstacles were identified. A cost analysis uncovered trade-offs between resident instructor-led and nonresident CBT courses, and found that nonresident CBT provided to students at duty stations can save training dollars.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


EVALUATING THE EFFECTIVENESS OF CBT: 
ALTERNATIVES TO TRADITIONAL INSTRUCTIONAL METHODS AUTHORS

LCDR Al Folsom, Ph.D.
US Coast Guard, Performance Technology Center

 Mr. William Seletyn
US Coast Guard, Performance Technology Center

 Ms. Kimberly Kavanagh

This paper will address a research study, conducted over a four month period, comparing two separate instructional delivery methods of the same module of entry level instruction in Machinery Technician “A” school. Kirkpatrick’s model for Program Evaluation was used. The specific levels of evaluation that will be addressed include Reaction, Learning, and Results. A pretest-posttest control group design was used to compare traditional classroom training with an alternative of computer based Training. The results of this study suggest that training method affects the outcome of performance. The findings from the study may have an impact on the methods in which knowledge-based skills are delivered in the Coast Guard’s resident training schools. The implication is that Coast Guard Training Centers should consider carefully the impact and feasibility of computer based training and other forms of alternative delivery methods to maximize learning for their students. The results also suggest that the use of self-paced, computer based training can reduce the amount of time required to teach knowledge-based skills in resident schools. This paper will present the background, methodology, results, and conclusions of the research. The presentation will predominantly focus on the results and conclusions of the research study. The presentation will also include recommendations for future research.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


VIDEO TELETRAINING TO THE DESKTOP

Through Video Conferencing
Jacqueline Genise Foxx, Thomas M. Franz, John E. Hassen
Naval Air Warfare Center Training Systems Division

Desktop video teleconferencing and net-based training are the hottest technologies being implemented today for personnel training and development. All branches of the military services, Fortune 500 companies and Universities are attempting to find a means of implementing this form of training delivery. Each realizes the potential cost savings for organizations who successfully implement desktop: advanced training, stand down training, just-in-time training, performance support, access to on-line college degrees, etc.

This paper will explore technology for desktop video conferencing as a method of training delivery. Design considerations needed to support successful desktop video conferencing are explored. Topics include interoperability, security, modes of data transmission, network performance characteristics, and applicable standards needed for promotion of open systems. The work was conducted at NAWCTSD, where an Advanced Distributive Learning (ADL) laboratory facilitated the exploration of software, courseware, and hardware products needed to implement distributive learning across Local Area Networks (LANs), Wide Area Networks (WANs), Internet and Intranet networks. The technical advantages of different delivery networks are explored, as well as the quality of the learning experience afforded by each of these options.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


JOINT READINESS TRAINING CENTER 
INTEGRATION OF LIVE AND CONSTRUCTIVE FORCES

Robert L. Pickett
TRW, Systems and Information Technology Group

Joint Readiness Training Center (JRTC) methods of integrating live and constructive forces are potentially of great value to trainers throughout the force, particularly as we move to truly joint training in the 21st Century. Integration requirements will increase, with forces under common command and control participating simultaneously in live, virtual, and constructive simulations. Effective integration is required to obtain maximum training value from these exercises. This paper provides an overview of how integration is done at the JRTC. At the JTRC, the major exercise unit is a US Army light infantry brigade. The brigade headquarters And two infantry battalions are live forces, which conduct a field training exercise. The third infantry battalion conducts a command post exercise with its forces replicated in a constructive simulation. The JRTC tactical environment includes asymmetrical opposing forces; noncombatants; host nation officials; and a 12-day battle during which the exercise units are under continuous threat. At the JRTC, the integration of live and constructive forces is guided by the following principles: comprehensive Integration, coordination, planning, fidelity, realism and methodology development.

The three categories of integration supporting comprehensive integration are Event, System, and Ad Hoc.System Integration provides tools to integrate major systems into the exercise. For example, the constructive simulation does not support logistics play, a continuous integration requirement. A JRTC-developed software methodology now satisfies this integration requirement.Event Integration’s purpose is to address the integration of specific events into a scenario; it also may be used to address a simulation capability shortfall. For example, the unit’s objectives may include evacuation of noncombatants conducted by the battalion in constructive simulation. To do this the staff researches doctrine and equipment and collects input based on the experience of the staff. Then, the necessary equipment and noncombatant evacuee entities are built and tested before the exercise. Ad Hoc Integration provides a framework for taking maximum opportunity of unexpected exercise events that may be enhanced to ensure maximum training value. Integration is worthwhile because of the enhancements to training that comprehensive integration provides. The results are better trained and prepared commanders and staffs, having participated in an exercise that provides challenging performance stimulation to each member of the participating units.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


TOWARD DEVELOPMENT OF A TACTICAL
 DECISION MAKING UNDER STRESS INTEGRATED TRAINER

James E. McCarthy
Sonalysts, Inc.

 Joan Johnston and Carol Paris
Naval Air Warfare Center Training Systems Division

Incidents involving the USS Vincennes and the USS Starke have focused attention on the complexity of performing in high-stress conditions, such as those that characterize air warfare. As a result of these incidents, the Tactical Decision Making Under Stress (TADMUS) program sponsored by the Office of Naval Research was initiated. In recent years budget reductions, reduced manning, and increased overseas operations have shifted the emphasis on increasing shipboard training. The Tactical Decision Making Under Stress (TADMUS) Integrated Trainer is an interactive, self-paced training system designed to develop both declarative and procedural knowledge skills for effective tactical decision making. Training content is based on empirical findings from research conducted under the TADMUS program sponsored by the Office of Naval Research. A primary goal in developing the trainer is enhanced flexibility and consistency in implementation, minimized instructor involvement, and reduced training time. Therefore, we describe the instructional basis for integrating training to enhance stress, team, and decision skills, and present a description and example of the training strategy. Finally, we research plans and implications for application to other stressful task environment.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website


BEYOND CBT: MULTIMEDIA COURSES DELIVER JUST-IN-TIME TRAINING

While business use of traditional computer-based training (CBT) is widespread, companies are increasingly torn by the fact that, although highly effective, CBT is a costly tool that must be cautiously deployed with a strict eye on financial and personnel resources. In 1994 the Boeing Company determined that what was needed was a new model, a step beyond traditional CBT. The new model had to recognize limited budgets and lack of highly skilled course developers but still deliver effective course content. Boeing attacked the problem by combining then-emerging multimedia capabilities with a new simple process for developing training for factory floor workers. The results where job aids called skill training. The skill training approach uses a simple authoring tool that allows almost anyone to develop training courses containing video, audio, animation, photographs, text, and graphics. The skill training approach also includes a six step process developed as a joint effort between the formal training organization, the factory workers and the computing systems support group. The results of prototype course creation showed a reduction in development time of up to 90%. For example, a course that had taken 40 hours to develop was cut to an incredible 4 hours. And, the programming or scripting experience needed by course developers dropped from several hundred hours to none due to the complete lack of programming required by a Boeing developed drag-and-drop authoring prototype. Finally, the approach has been shown around the world with the same results, course developed time using the skill training approach is usually cut in half within the first few months of use. This model continues to gain recognition as “skill training” or “guerilla training” and will be a highly successful tool to add to the formal arsenal for developing training courses.


This paper is available on the 1998 I/ITSEC CD ROM. Order it from I/ITSEC'S Website